[osg-users] osg::Image::copySubImage

2009-02-04 Thread Валерий Быков

Hi.

Tell me please why
void osg::Image::copySubImage(int s_offset,int t_offset,int
r_offset,osg::Image* source);
has non-const parameter source?


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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Alberto Luaces
Hi,

To install osg, type:

sudo apt-get install libopenscenegraph-dev openscenegraph

You can use the IDE that you prefer, you'd better try all you can and get the 
one that is more suited to you. As for the behaviour, there isn't any big 
differences from MSVC: just make a project and specify the OSG libraries you 
want to use (osg, osgViewer and so on...) You have OSG's API reference at:

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/namespaces.html

You should also read the examples provided by OSG to learn how to use it. They 
are located at /usr/share/openscenegraph/examples/.

HTH,

Alberto

El Miércoles 04 Febrero 2009ES 07:41:23 Trịnh Thành Trung GMail escribió:
 Hi, I am just new in Linux, and I don't know where to start. Currently I am
 using Ubuntu 8.10, and install osg through Synaptic package manager, and
 using Code::Block as a C++ IDE. Writing program in Linux is so different
 with in Windows, and stilll I can't have the osg HelloWorld runable. I have
 googled for a while but no hope. Can somebody help me with this newbie
 stuff, please. You may provide me how to install osg, or what IDE I should
 use, and how I will configure that, with detail step by step. You may give
 me some useful links, any help is muck appreciate. I am completely lost.
 Thanks in advance


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[osg-users] osg::notify replaceable backend?

2009-02-04 Thread Filip Holm
Hi all,

I have a non console based application that has it's own reporting
mechanism built-in. I'd like to be able to set the NotifyLevel and
have these messages sent to my logger tool. My logger tool also has
it's own filters/log-levels, so I'd like to be able to map the
osg::NotifySeverity to some matching log-level.

I've figured out a way to reoute all osg::notify messages to my
logger, but I can't seem to find a way to get the osg::NotifySeverity
mapping. Any thoughts on how this could be done is greatly
appretiated.

What I have done to just flush all osg::notify messages to my logger is:

void main()
{
  MyLoggWrapper log;
  std::streambuf* notifyBuf = osg::notify().rdbuf();
  osg::notify().rdbuf(log.rdbuf());
  osg::notify(osg::INFO)  This message is passed straight to my
logger, sadly without knowlede of NotifySeverity  std::endl;
  snip
  //osgViewer instantiation and main loop etc.
  /snip
  osg::notify().rdbuf(notifyBuf);
}


Filip Holm
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Robert Osfield
Hi All,

On Tue, Feb 3, 2009 at 9:32 PM, Sukender suky0...@free.fr wrote:
 My mistake, I meant that the volatile and  should be removed (not the 
 whole static_cast).
 May static_castunsigned int do it? (since I'm not certain volatile here 
 is useful, because we simply return a copy).

I've just got confirmation from Mathias that removing the cast should
be OK, so I've gone ahead and committed this change.

Robert.
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Re: [osg-users] OSGEarth precision

2009-02-04 Thread Robert Osfield
Hi David,

I haven't dived into the source code of osgEarth, but I do know that
it utilises osgTerrain, and osgTerrain internally uses double to
locate tiles in their geocentric position (the class that does this is
the osgTerrain::Locator).  When the geometry for rendering is
generated on demand it's created with a local origin and then
decorated with a MatrixTransform that places the tile into it's final
position.

Since the OSG defaults to use double Matrix for MatrixTransform and
doubles for all osg::Camera management, and the cull traversal
accumulates the camera + transforms in the scene using doubles, it's
possible to position the tiles very accurately and maintain precision
for as long as possible before passing to OpenGL.

When you are close to a tile, such as driving along it the relative
translations of the camera and the tile's MatrixTransform largely
cancel out  with little numerical errors thank's to the use of
doubles, so you get the best precision where you need it most, while
far away tiles have larger translations left in them so the error is
higher, but this is not an issue as vertices and divide by their
distance during the transformation from object to clip space so the
errors seen on screen remain subpixel so you don't see them.

Thanks to this system it's possible to use pre-built
VirtualPlanetBuilder or dynamically generated osgEarth databases in
geocentric coords without complex additional coding, it just works out
of the box.

Whether you'd want to use a dynamically generated database from remote
data for a simulator is a different matter, one would have to look
closely at the latency and consistency of download and generating
tiles.

Robert.

On Wed, Feb 4, 2009 at 7:10 AM, David Karlsson david.karls...@foi.se wrote:
 Hi,

 Is OSGEarth suitable to use, as a part of a terrain simulator, together with 
 objects that needs to be positioned with about cm precision - or will I run 
 into problems with precision? I found this page about  how they handled it in 
 NASA's World Wind: 
 http://www.urbanrobots.com/Blogs/WW/2006/01/working-to-solution-in-precision.html

 How is this handled in OSGEarth?

 Thanks,
 David
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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Trịnh Thành Trung GMail
Thank you very much, I was able to compile the simple osg tutorial. I have
googled everywhere but none pointed me to that libopenscenegraph-dev
openscenegraph. :D

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Re: [osg-users] OSX issue with the osgviewer class

2009-02-04 Thread Davide Bacchet
Hello guys,
I finally get to my other windows laptop and run the testcase on that system
too.
Both compiled in release, using osg as a shared lib; the results:
WIN32:
 *** test using GLUT ***
cpu time: 1641 milliseconds
effective time: 1.64645 seconds
average fps: 607.367
 *** test using osgviewer class only ***
cpu time: 1656 milliseconds
effective time: 1.66006 seconds
average fps: 602.389
OSX:
 *** test using GLUT ***
cpu time: 391.799 milliseconds
effective time: 2.70822 seconds
average fps: 369.246
 *** test using osgviewer class only ***
cpu time: 943.835 milliseconds
effective time: 16.8232 seconds
average fps: 59.4417

beside the performance difference (I guess because of the integrated intel
graphics on my macbook), what I feel strange is that on win32 the osgviewer
class is not bound to the 60Hz refresh rate, and the performances are
consistent in GLUT/nonGLUT mode (607 vs 602 fps), while in OSX there is a
huge difference between the two (369 vs 60 fps).
Maybe this is already known, or it's simply a matter of better setting up
the application.

If the testcase is needed I can attach it (is it possible to this mailing
list?) or paste the source code the the email, it's a single file. Or you
can reproduce it using the standard osgviewer application distributed with
osg.
The calls I'm doing to create the viewer are basically:

osgViewer::Viewer* viewer = new osgViewer::Viewer();
viewer-setSceneData( myscenenode*** );
viewer-setCameraManipulator(new osgGA::TrackballManipulator);
viewer-addEventHandler(new osgViewer::StatsHandler);
viewer-realize();
while (true)
{
// update the viewer
viewer-frame();
(...)
}

thanks again!
Davide



 Robert,
 I set up a simple test, with only a rotating cube displayed with:
 1) osgviewer using GLUT
 2) osgviewer standalone class

 in both I used double-buffered 800x600 window.
 I only tested on my mac yet, but tomorrow I will test on windows too.
 The results are:
 ** standalone **
 cpu time: 1001.35 milliseconds
 effective time: 16.796 seconds
 average fps: 59.538
 ** using glut **
 cpu time: 458.949 milliseconds
 effective time: 2.71029 seconds
 average fps: 368.964

 I think that you were right and I was misinterpreting the results: it is
 evident that the standalone osgviewer version is fixed on 60Hz, which is my
 laptop display refresh rate.
 The glut version seems not to be bound to the display refresh but the
 doublebuffering is enabled...
 Probably there is something I still ignore just under the hood, on how the
 refresh is handled.

 The same difference appears with the standard osgviewer and
 osgviewerGLUT applications built with cmake (in both 2.4.0 and 2.6.0)

 Tomorrow I will try on windows, with the same code. For what I observed, I
 expect to have a fps higher to 60Hz there, I will let you know.
 Just in case, is it possible to attach the testcase to a message directed
 to
 the mailing list?


 thanks!

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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Robert Osfield
Hi Trinh?  (Could sign with the name you wish to be addressed as
please, to prevent others form making mistakes ;-)

I develop under Kubuntu 8.10, and don't personally use an IDE, I used
to, but... this was back in last century!  These days I just open up a
win-term and use nedit for editing, and an occasionally use gdb for
examining stack traces when looking at crashes.  What I have found is
this combination suits the way I work, and makes me most productive.
Prior to going without IDE's I used to use Visual Studio and the SGI
Case Vision tools.  I say this to present one extreme - it's possible
to me perfectly productive without IDE's, others of course prefer by
IDE's and couldn't imagine being productive without them.

In your case you are stuck learning a new operating system, a new
scene graph library, and new compiler set, a new packaging system and
a new IDE, so perhaps looking at learning a couple of these at time,
rather all at once.  Personally I'd recommend getting used to a
winterm for navigating around the OpenSceneGraph directory structure,
learn how to use agp-get (it's the packaging tool that is underneath
Synatic), and learn how to use a simple editor to look at file, learn
a few unix commands like cd, ls, make, grep.  There are lots of
tutorials on these on the web.  It will seem like a huge learning
curve at the start, but within a day or two you'll be much more
comfortable, then a few weeks you might well grow to love the what you
can do with a modern unix style operating system.

For me the most magical thing about Ubuntu/Kubuntu is the debian based
repositories that apt-get/Synatic make easily accessible to you.  No
more running off onto the web for 3rd party dependencies, spending
days trying to configure, build and install them.  A single agp-get
line can get your everything you need.  This makes it possible to
install the Ubuntu/Kubuntu on a compeletely new machine and pull down
everything you need for development, cmake, gcc, subversion, OpenGL,
all the dependencies required for the OSG and get building within
minutes of getting the OS installed.

Below is the an extract of a script file that I use as a template for
getting the OSG installed and built from source on a fresh machine.
It's written long winded to enable me to add the commentary about what
is being installed to do what.  You can put all the packages on to a
single apt-get line.  The only line you might need to vary is nvidia
packages - as these only apply to Nvidia cards with the proprietary
drivers.

Robert.

--

# compile, build and version control
sudo apt-get install cmake subversion g++

# OpenGL/X11
sudo apt-get install libx11-dev
sudo apt-get install nvidia-glx-177-dev libglu-dev

# image libs
sudo apt-get install libpng-dev libjpeg-dev libtiff-dev

# get true type font support
sudo apt-get install libfreetype6-dev

# geospatial imaging
sudo apt-get install libgdal-dev

# video
sudo apt-get install libxine-dev

# dicom loader
sudo apt-get install dcmtk libdcmtk1-dev

# gecko plugin
sudo apt-get install libgtk2.0-dev
sudo apt-get install libxul-dev

# pdf plugin
sudo apt-get install libpoppler-glib-dev

# vnc plugin
sudo apt-get install libvncserver-dev

# svg plugin
sudo apt-get install librsvg2-dev


# check out OSG
svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph

# compile the OSG
cd OpenSceneGraph
./configure
make -j 8


Robert.
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Re: [osg-users] osg::notify replaceable backend?

2009-02-04 Thread Robert Osfield
Hi Filip,

From include/osg/Notify you have the getNotifyLevel() function...

/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
  * is reserved for forcing the absorption of all messages.  The
  * keywords are also used verbatim when specified by the environmental
  * variable OSGNOTIFYLEVEL.  See documentation on osg::notify() for
  * further details.
  */
enum NotifySeverity {
ALWAYS=0,
FATAL=1,
WARN=2,
NOTICE=3,
INFO=4,
DEBUG_INFO=5,
DEBUG_FP=6
};

/** set the notify level, overriding the default or the value set by
  * the environmental variable OSGNOTIFYLEVEL.
  */
extern OSG_EXPORT void setNotifyLevel(NotifySeverity severity);

/** get the notify level. */
extern OSG_EXPORT NotifySeverity getNotifyLevel();

/** is notification enabled, given the current setNotifyLevel() setting? */
extern OSG_EXPORT bool isNotifyEnabled(NotifySeverity severity);

On Wed, Feb 4, 2009 at 8:46 AM, Filip Holm filip.h...@gmail.com wrote:
 Hi all,

 I have a non console based application that has it's own reporting
 mechanism built-in. I'd like to be able to set the NotifyLevel and
 have these messages sent to my logger tool. My logger tool also has
 it's own filters/log-levels, so I'd like to be able to map the
 osg::NotifySeverity to some matching log-level.

 I've figured out a way to reoute all osg::notify messages to my
 logger, but I can't seem to find a way to get the osg::NotifySeverity
 mapping. Any thoughts on how this could be done is greatly
 appretiated.

 What I have done to just flush all osg::notify messages to my logger is:

 void main()
 {
  MyLoggWrapper log;
  std::streambuf* notifyBuf = osg::notify().rdbuf();
  osg::notify().rdbuf(log.rdbuf());
  osg::notify(osg::INFO)  This message is passed straight to my
 logger, sadly without knowlede of NotifySeverity  std::endl;
  snip
  //osgViewer instantiation and main loop etc.
  /snip
  osg::notify().rdbuf(notifyBuf);
 }


 Filip Holm
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Re: [osg-users] OSX issue with the osgviewer class

2009-02-04 Thread Robert Osfield
Hi Davide,

The osgViewer will attempt by default to enable vysnc, but.. OpenGL
drivers can override this.  Go have a look at you OpenGL driver
settings for vysnc.

BTW, it's perfectly ordinary and correct to expect a difference
between vsync on/off.  For graphics development often you'll switch
vsync off to get a feel for performance scaling, but for delivery of
the application you almost always should enable vysnc as visual
quality is far higher, and the compute system is more well balanced,
and in terms of user interaction a frame rate higher than vsync is
absolutely no use whatsoever.

For my own work I almost always have vysnc on, only occasionally when
I want to do some particular type of benchmarking do I disable vsync.
When you have vsync on it's still possible to look at performance, for
instance have a look at the on screen stats that the OSG provides -
just run osgviewer on few different models and press 's' a couple of
times to see the different types of stats available.

You need to get over this present hurdle of understanding what is
actually going on, once you have you'll know exactly why you are
getting the results you are, and why there isn't anything at all to
worry about, and finally you start looking at the real metrics that
mean something.

Robert.

On Wed, Feb 4, 2009 at 9:35 AM, Davide Bacchet davide.bacc...@gmail.com wrote:
 Hello guys,
 I finally get to my other windows laptop and run the testcase on that system
 too.
 Both compiled in release, using osg as a shared lib; the results:
 WIN32:
  *** test using GLUT ***
 cpu time: 1641 milliseconds
 effective time: 1.64645 seconds
 average fps: 607.367
  *** test using osgviewer class only ***
 cpu time: 1656 milliseconds
 effective time: 1.66006 seconds
 average fps: 602.389
 OSX:
  *** test using GLUT ***
 cpu time: 391.799 milliseconds
 effective time: 2.70822 seconds
 average fps: 369.246
  *** test using osgviewer class only ***
 cpu time: 943.835 milliseconds
 effective time: 16.8232 seconds
 average fps: 59.4417
 beside the performance difference (I guess because of the integrated intel
 graphics on my macbook), what I feel strange is that on win32 the osgviewer
 class is not bound to the 60Hz refresh rate, and the performances are
 consistent in GLUT/nonGLUT mode (607 vs 602 fps), while in OSX there is a
 huge difference between the two (369 vs 60 fps).
 Maybe this is already known, or it's simply a matter of better setting up
 the application.
 If the testcase is needed I can attach it (is it possible to this mailing
 list?) or paste the source code the the email, it's a single file. Or you
 can reproduce it using the standard osgviewer application distributed with
 osg.
 The calls I'm doing to create the viewer are basically:
 osgViewer::Viewer* viewer = new osgViewer::Viewer();
 viewer-setSceneData( myscenenode*** );
 viewer-setCameraManipulator(new osgGA::TrackballManipulator);
 viewer-addEventHandler(new osgViewer::StatsHandler);
 viewer-realize();
 while (true)
 {
 // update the viewer
 viewer-frame();
 (...)
 }
 thanks again!
 Davide


 Robert,
 I set up a simple test, with only a rotating cube displayed with:
 1) osgviewer using GLUT
 2) osgviewer standalone class

 in both I used double-buffered 800x600 window.
 I only tested on my mac yet, but tomorrow I will test on windows too.
 The results are:
 ** standalone **
 cpu time: 1001.35 milliseconds
 effective time: 16.796 seconds
 average fps: 59.538
 ** using glut **
 cpu time: 458.949 milliseconds
 effective time: 2.71029 seconds
 average fps: 368.964

 I think that you were right and I was misinterpreting the results: it is
 evident that the standalone osgviewer version is fixed on 60Hz, which is
 my
 laptop display refresh rate.
 The glut version seems not to be bound to the display refresh but the
 doublebuffering is enabled...
 Probably there is something I still ignore just under the hood, on how the
 refresh is handled.

 The same difference appears with the standard osgviewer and
 osgviewerGLUT applications built with cmake (in both 2.4.0 and 2.6.0)

 Tomorrow I will try on windows, with the same code. For what I observed, I
 expect to have a fps higher to 60Hz there, I will let you know.
 Just in case, is it possible to attach the testcase to a message directed
 to
 the mailing list?


 thanks!


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Re: [osg-users] Render to Texture and per vertex colors

2009-02-04 Thread Joseba
Hi Art,
It would be great to see this demo!!!
Another good idea is to use another camera for the 'glow objects', this match 
perfectly with my pipeline, with minor changes on the shaders. 
Although i propossed to use OsgPPU on the app we are doing, at this time we use 
another postprocessing effects, so at this moment we need a quite big change on 
it to use osgPPU (im sure that when osgPPU gets inside osg core, we will use 
it).
Ill try to send you the small app using osgPPU that crahses.

Thanx

J.

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Re: [osg-users] osg::Image::copySubImage

2009-02-04 Thread Robert Osfield
HI Valery? (could you sign with the name you wish to be addressed as
please to avoid confusion ;-)

The osg::Image* source parameter should be const, clearly this was
just an oversight in the original implementation, I've fixed this and
checked into svn/trunk.  So this change will make it into 2.8.

Cheers,
Robert.

On Wed, Feb 4, 2009 at 8:11 AM, Валерий Быков valery.bic...@gmail.com wrote:

 Hi.

 Tell me please why
 void osg::Image::copySubImage(int s_offset,int t_offset,int
 r_offset,osg::Image* source);
 has non-const parameter source?


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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Trịnh Thành Trung GMail
Wow! I thank you so much for your detailed support. I was able to compile my
OSG program with OpenSceneGraph 2.4 with kind help of Alberto Luaces. I will
try your instruction soon to get the newest version of OpenSceneGraph, well,
as soon as OSG 2.8 becomes available.
Uhm, one thing I don't understand is, as you said, Could sign with the name
you wish to be addressed as please, to prevent others form making mistakes.
Actually I've just had to subscribe to osg-users, again, to be able to post
in the group, although I still have recieved osg disgest mails for months.
Does it has anything to do with what you said? :-S

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Re: [osg-users] osg::notify replaceable backend?

2009-02-04 Thread Robert Osfield
Hi Filip,

From include/osg/Notify you have the getNotifyLevel() function...

/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
  * is reserved for forcing the absorption of all messages.  The
  * keywords are also used verbatim when specified by the environmental
  * variable OSGNOTIFYLEVEL.  See documentation on osg::notify() for
  * further details.
  */
enum NotifySeverity {
ALWAYS=0,
FATAL=1,
WARN=2,
NOTICE=3,
INFO=4,
DEBUG_INFO=5,
DEBUG_FP=6
};

/** set the notify level, overriding the default or the value set by
  * the environmental variable OSGNOTIFYLEVEL.
  */
extern OSG_EXPORT void setNotifyLevel(NotifySeverity severity);

/** get the notify level. */
extern OSG_EXPORT NotifySeverity getNotifyLevel();

/** is notification enabled, given the current setNotifyLevel() setting? */
extern OSG_EXPORT bool isNotifyEnabled(NotifySeverity severity);

On Wed, Feb 4, 2009 at 8:46 AM, Filip Holm filip.h...@gmail.com wrote:
 Hi all,

 I have a non console based application that has it's own reporting
 mechanism built-in. I'd like to be able to set the NotifyLevel and
 have these messages sent to my logger tool. My logger tool also has
 it's own filters/log-levels, so I'd like to be able to map the
 osg::NotifySeverity to some matching log-level.

 I've figured out a way to reoute all osg::notify messages to my
 logger, but I can't seem to find a way to get the osg::NotifySeverity
 mapping. Any thoughts on how this could be done is greatly
 appretiated.

 What I have done to just flush all osg::notify messages to my logger is:

 void main()
 {
  MyLoggWrapper log;
  std::streambuf* notifyBuf = osg::notify().rdbuf();
  osg::notify().rdbuf(log.rdbuf());
  osg::notify(osg::INFO)  This message is passed straight to my
 logger, sadly without knowlede of NotifySeverity  std::endl;
  snip
  //osgViewer instantiation and main loop etc.
  /snip
  osg::notify().rdbuf(notifyBuf);
 }


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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Robert Osfield
Hi ?

On Wed, Feb 4, 2009 at 12:13 PM, Trịnh Thành Trung GMail
trinhthanhtr...@gmail.com wrote:
 Uhm, one thing I don't understand is, as you said, Could sign with the name
 you wish to be addressed as please, to prevent others form making mistakes.

When I mean sign your posts I mean, just sign your first name or a
pseudonym at the bottom of each post so that we keep track of who's
who - this might seem a little formal, but it makes for a much
pleasanter online exchanges. Mailing lists such as this one are
fundamentally a social activity, it's just a community of like minded
individuals trying to scramble through their daily tasks, helping and
receiving help.  Small little things like being a bit more personal
can help this along.

 Actually I've just had to subscribe to osg-users, again, to be able to post
 in the group, although I still have recieved osg disgest mails for months.
 Does it has anything to do with what you said? :-S

You can post from a digest enabled mail subscription, it's only the
mail dispatch that is different.  Contributing to threads using non
digest form is much easier though, as you can reply directly to posts,
without having to jump through hoops to get the subject line to do
some sensible.

Robert.
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Robert Osfield
Hi All,

I have now made the OpenSceneGraph-2.8 branch, the svn entry for it is:

   
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8/

If those don't CDash builds (as well as everyone else) move across to
using this branch as the base for testing the OSG-2.8 release series.
I'll also soon be making an OSG-2.8.0-rc1, but first I'll do a fresh
build on the 2.8 branch and see how I get on.  It'd be useful to have
feedback from others as well on how the OSG-2.8 is fairing.

Robert.
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[osg-users] Different behavior between Linux and Windows when using OpenThreads::Mutex

2009-02-04 Thread Laurence Muller

Hi,

It seems that there is a difference in behavior when using the 
OpenThreads::Mutex class in Linux and Windows.


For our (crossplatform) application it is required to synchronize data 
between two different threads. In order to prevent a race condition, we 
used the OpenThreads mutex lock (OpenSceneGraph 2.6.1).
To test the behavior of the mutex lock, I created a small application 
(attached below).


Our Linux machine produces the following output:
[laure...@fedora mutex_test]$ ./main
test 1 (trylock): ok
-- application blocked --

Using the same application under windows (compiled with mingw):
main.exe
test 1 (trylock): ok
test 2 (lock): ok
test 3 (lock again): ok
test 4 (unlock): ok
-- application finished --

The Linux version shows the correct behavior, the Windows version seems 
to ignore the lock calls and does not block at all.


Questions:
1. Are additional settings required to use the OpenThreads mutex lock 
under windows?
2. What alternatives are available for the OpenThreads mutex lock? 
(Manually implement calls using pthread?)


Kind Regards,
- Laurence

-
// main.cpp
// g++ main.cpp -o main -I /home/userx/osg/include -L 
/home/userx/osg/lib -lOpenThreads


#include stdlib.h
#include iostream
#include OpenThreads/Mutex
using namespace std;

OpenThreads::Mutex *mt_sync;

int main(int argc, char **argv)
{
   mt_sync = new OpenThreads::Mutex();

   printf(test 1 (trylock): );
   if(mt_sync-trylock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 2 (lock): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 3 (lock again): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 4 (unlock): );
   if(mt_sync-unlock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   delete mt_sync;

   return 0;
}


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Re: [osg-users] MSVC v9

2009-02-04 Thread Robert Osfield
Hi Tanguy,

On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Robert, do you thing the problem may be serious enough to possibly motivate
 a code change for all operators of Vec3f and co as a workaround?

We could change code, it would all depend on how intrusive the changes
are, without code changes in front of me I can't make this judgement
call.  Could you send me a modified Vec* files so I could do a review?

The other approach is to change the compile flags of the OSG to avoid
this bug.  This wouldn't help 3rd party apps though.

Robert.
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Re: [osg-users] Render to Texture and per vertex colors

2009-02-04 Thread Art Tevs
Hi Joseba,

Yes, I also think that osgPPU is a 'must have' in osg, however I am not the 
maintainer of the osg code, hence I hope that osgPPU would not die in the 
future or will not be replaced by something else in the main core, which would 
be very ungente ;) 
As to your error in the applied RTT texture. Could you give me the code, which 
makes the application crashes. Maybe there is some error in osgPPU which cause 
this, hence I would be able to correct it.

As to the glow shader, I would propose to do it in the way, so that it doesn't 
hurt your already valid pipeline. For example, you could add all objects, which 
has to be glowed to another camera. Hence you will get 2 cameras in your 
pipleine. First one renders your scene in a usual way, second one does render 
only the glowed objects. You then setup osgPPU on the main camera and put the 
output of the second camera into osgPPU pipeline with UnitCamera and 
UnitCameraAttachmentBypass. In the main shader you then combine the results of 
both cameras together, to make the objects glow.

Another way would be to use MRT (multiple rendering targets), should be also a 
way which has better performance, than the first one. Shaders which renders 
your objets do output something like a bitmask of rendered parts to the second 
RTT texture (gl_FragData[1]=1, if object has to glow). Use then both output 
texture in the osgPPU pipeline to combine them. 

As for the second case, I could write a simple demo code and put it into 
osgPPU, if you like. This shouldn't be that hard and you could learn how to do 
this ;)

Best regards,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5813#5813





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Re: [osg-users] modelling geodes with children?

2009-02-04 Thread Jean-Sébastien Guay

Hi Cory,

In my mind, I'm equating the thing with the thing's geometry. And so 
if something is attached to the thing, I want the data structure to 
mimic that. 


I can understand where you're coming from, but I think keeping things 
separate (at least conceptually) makes them more flexible. It's a matter 
of opinion, of course, as most design decisions are. :-)


Think of the Transform node as being just a change in coordinate 
systems. I tend to picture the graph upside down, or at least read it 
going from the leaves to the root (instead of the opposite). The 
geometry itself is modeled in its local coordinate system (that's just 
the Geode), then it's transformed to place it where it should be 
relative to some other thing (that's just the Transform). And so on.


Hope this helps,

J-S
--
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http://whitestar02.webhop.org/
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Re: [osg-users] Different behavior between Linux and Windows when using OpenThreads::Mutex

2009-02-04 Thread J.P. Delport

Hi,

see also this thread here:

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/14294/

I've run into this as well.

Also have a look at OpenThreads/Barrier.

jp

Laurence Muller wrote:

Hi,

It seems that there is a difference in behavior when using the 
OpenThreads::Mutex class in Linux and Windows.


For our (crossplatform) application it is required to synchronize data 
between two different threads. In order to prevent a race condition, we 
used the OpenThreads mutex lock (OpenSceneGraph 2.6.1).
To test the behavior of the mutex lock, I created a small application 
(attached below).


Our Linux machine produces the following output:
[laure...@fedora mutex_test]$ ./main
test 1 (trylock): ok
-- application blocked --

Using the same application under windows (compiled with mingw):
main.exe
test 1 (trylock): ok
test 2 (lock): ok
test 3 (lock again): ok
test 4 (unlock): ok
-- application finished --

The Linux version shows the correct behavior, the Windows version seems 
to ignore the lock calls and does not block at all.


Questions:
1. Are additional settings required to use the OpenThreads mutex lock 
under windows?
2. What alternatives are available for the OpenThreads mutex lock? 
(Manually implement calls using pthread?)


Kind Regards,
- Laurence

-
// main.cpp
// g++ main.cpp -o main -I /home/userx/osg/include -L 
/home/userx/osg/lib -lOpenThreads


#include stdlib.h
#include iostream
#include OpenThreads/Mutex
using namespace std;

OpenThreads::Mutex *mt_sync;

int main(int argc, char **argv)
{
   mt_sync = new OpenThreads::Mutex();

   printf(test 1 (trylock): );
   if(mt_sync-trylock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 2 (lock): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 3 (lock again): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 4 (unlock): );
   if(mt_sync-unlock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   delete mt_sync;

   return 0;
}


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Re: [osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-04 Thread Jean-Sébastien Guay

Hi Morné,


Thanks again for your help!!  You saved me a lot of debugging headache :)


You're welcome, we have to stick together when we're doing similar 
projects so we all move forward much faster!



PS. Do you want me to submit a modified osgviewerQt example with these
fixes/workarounds?


It would be nice to get others' comments on these changes, so I would 
say yes. Plus it would allow us to test these same features in the 
future when other things change.


J-S
--
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http://whitestar02.webhop.org/
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Mattias Helsing
Hi Robert,

I checked out a fresh 2.8 source tree (rev 9648) and it built fine on
vs 2005 xp! But I still see a few warnings and they are attached.

cheers
Mattias

On 2/4/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi All,

 I have now made the OpenSceneGraph-2.8 branch, the svn entry for it is:


 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8/

 If those don't CDash builds (as well as everyone else) move across to
 using this branch as the base for testing the OSG-2.8 release series.
 I'll also soon be making an OSG-2.8.0-rc1, but first I'll do a fresh
 build on the 2.8 branch and see how I get on.  It'd be useful to have
 feedback from others as well on how the OSG-2.8 is fairing.

 Robert.
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_nod_Ty,_Alloc::_Node' : default constructor could not be generated
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(38) : see 
declaration of 'std::_List_nod_Ty,_Alloc::_Node'
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(111) : 
see reference to class template instantiation 
'std::_List_nod_Ty,_Alloc::_Node' being compiled
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(110) : 
while compiling class template member function 
'std::_List_nod_Ty,_Alloc::_Node 
*std::list_Ty::_Nextnode(std::_List_nod_Ty,_Alloc::_Node *)'
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15c:\public\openscenegraph-2.8\src\osgutil\TriStrip_graph_array.h(109) 
: see reference to class template instantiation 'std::list_Ty' being compiled
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15
c:\public\openscenegraph-2.8\src\osgutil\TriStrip_tri_stripper.h(257) : see 
reference to class template instantiation 
'triangle_stripper::common_structures::graph_arraynodetype,arctype' being 
compiled
15with
15[
15nodetype=triangle_stripper::triangle,
15arctype=char
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(42) : warning 
C4610: struct 'std::_List_nod_Ty,_Alloc::_Node' can never be instantiated - 
user defined constructor required
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
16Registry.cpp
15TriStrip_tri_stripper.cpp
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(42) : warning 
C4510: 'std::_List_nod_Ty,_Alloc::_Node' : default constructor could not be 
generated
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(38) : see 
declaration of 'std::_List_nod_Ty,_Alloc::_Node'
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15]
15C:\Program Files\Microsoft Visual Studio 8\VC\include\list(111) : 
see reference to class template instantiation 
'std::_List_nod_Ty,_Alloc::_Node' being compiled
15with
15[
15
_Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc,
15
_Alloc=std::allocatortriangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
15 

Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Jean-Sébastien Guay

Hi Robert,


If those don't CDash builds (as well as everyone else) move across to
using this branch as the base for testing the OSG-2.8 release series.


Quick question about this: Since the Nightly build is still called 
Nightly in the 2.8 branch, it will replace any result of a nightly 
build of the trunk right? So I don't have to schedule a nightly build of 
both, just the 2.8 branch, until 2.8 is out. Am I right?


BTW, I've got a build from last night on the CDash dashboard (WHITESTAR) 
and it looks like it built fine, though with 13 warnings from compiling 
the 29 changed files.


I've started a build of the 2.8 branch, since it's the first it will be 
a complete build and the results should be there in about 20 minutes.


J-S
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Re: [osg-users] Bug in 2.7.9 with collada

2009-02-04 Thread Patrice Bouvier




Hi Robert  Roger,

I've tried with another collada file with texture, and it works, so
it's probably a problem with mine. Unfortunately i can't send a sample
of this file because of property rights, so i will continue to look
around it.

Thanks anyway for your answers.
Patrice

Roger James a crit:

  
  
Patrice Bouvier wrote:
  Hi
All, 

I'm working under ubuntu 8.04 Hardy. I've just installed the OSG 2.7.9
version. Unfortunately i've a problem with a collada scene, no textures
are loaded. With the 2.6.1 version it was ok. I use the collada dom 2.0
version. 

Could someone give me a fix for that problem ? 

Thanks 
Patrice 
  
Without any information a fix will be difficult :-) Can you at least
supply a copy of your osg notify log. If your model is a large one it
would be good if you could cut it down to a single geometry node which
fails to show a texture and post that. Collada files are xml and quite
easy to hand edit.
  
Roger
  

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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Morné Pistorius
Hi Robert,

Just built a clean checkout of the 2.8 branch on Windows Vista, Visual
Studio 8 SP1.  Apart from the std::list warning that we can't do much
about, there were 4 left in OSGA_Archive.cpp (below).  I tested the
build in our app and everything worked as expected.

Cheers,
Morne

warning C4512: 'OSGA_Archive::WriteObjectFunctor' : assignment
operator could not be
generated   
c:\P\TestLibs\OSG\OpenSceneGraph-SVN\src\osgPlugins\osga\OSGA_Archive.cpp   
727
warning C4512: 'OSGA_Archive::WriteImageFunctor' : assignment operator
could not be generated  
c:\P\TestLibs\OSG\OpenSceneGraph-SVN\src\osgPlugins\osga\OSGA_Archive.cpp   
737
warning C4512: 'OSGA_Archive::WriteHeightFieldFunctor' : assignment
operator could not be
generated   
c:\P\TestLibs\OSG\OpenSceneGraph-SVN\src\osgPlugins\osga\OSGA_Archive.cpp   
747
warning C4512: 'OSGA_Archive::WriteNodeFunctor' : assignment operator
could not be generated  
c:\P\TestLibs\OSG\OpenSceneGraph-SVN\src\osgPlugins\osga\OSGA_Archive.cpp   
757


On Wed, Feb 4, 2009 at 1:02 PM, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi All,

 I have now made the OpenSceneGraph-2.8 branch, the svn entry for it is:

   
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8/

 If those don't CDash builds (as well as everyone else) move across to
 using this branch as the base for testing the OSG-2.8 release series.
 I'll also soon be making an OSG-2.8.0-rc1, but first I'll do a fresh
 build on the 2.8 branch and see how I get on.  It'd be useful to have
 feedback from others as well on how the OSG-2.8 is fairing.

 Robert.
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Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
Hi Robert,

It's not a small set of changes. It's actually quite tedious (but not complex 
to do). Unfortunately, we cannot be sure it avoids the invalid code generation 
bug in all cases.


Basically, changing the operator (in this case, it's operator -) from:


/** Binary vector subtract. */
inline const Vec3f operator - (const Vec3f rhs) const
{
return Vec3f(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}

/** Unary vector subtract. */
inline Vec3f operator -= (const Vec3f rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}


To:

inline Vec3f  operator -= (const Vec3f rhs)
{
_v[0] -= rhs._v[0];
_v[1] -= rhs._v[1];
_v[2] -= rhs._v[2];
return *this;
}

inline friend Vec3f operator - (const Vec3f lhs, const Vec3f rhs)
{
return Vec3f(lhs) -= rhs;
}


Seems to work around the problem with VS2005 and VS2008 without requiring 
changes in the user code. Also, someone's pointed out the latter is more 
correct in some cases (e.g. argument dependent lookup, see below).

But changing all the operators of classes like Vec3f, Vec3d (and I suppose 
others such as Matrix classes) would be quite tedious. I guess it really 
depends on how many people are really by this problem.

One a broader note, I've noticed Boost has a very nice library for dealing with 
this (http://www.boost.org/doc/libs/1_37_0/libs/utility/operators.htm). Too bad 
OSG probably cannot use it because of the dependencies it would introduce. But 
it's still worth a read, as they explain several issues that may not be obvious 
at first sight.


Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday 04 February 2009 12:40
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] MSVC v9

Hi Tanguy,

On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Robert, do you thing the problem may be serious enough to possibly motivate
 a code change for all operators of Vec3f and co as a workaround?

We could change code, it would all depend on how intrusive the changes
are, without code changes in front of me I can't make this judgement
call.  Could you send me a modified Vec* files so I could do a review?

The other approach is to change the compile flags of the OSG to avoid
this bug.  This wouldn't help 3rd party apps though.

Robert.
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[osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Robert Osfield
Hi All,

We're finally one the home straight now - OpenSceneGraph-2.8 branch
has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
off this.

News page:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8

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

OpenSceneGraph-2.8.0-rc1 source code:

source package:
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.8.0-rc1.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc1
OpenSceneGraph

OpenSceneGraph-2.8 branch:

svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
OpenSceneGraph


Updates (since 2.6.1) include: ¶

* New osgVolume library for volume rendering, with support for:
  o High quality GPU based Ray tracing
  o Transfer functions
  o Per pixel lighting
  o Iso surface rendering
  o Maximum Intensity rendering
  o non power of two 3d texture and 3d texture compression
  o DICOM loader for reading dicom medical data
* New osgAnimation library for character and scene animation.
* New plugin for reading Biovision hierarchical files (.BVH) to
generate character motion animations.
* New osgShadow support for Light Space Perspective Shadow Maps.
* Three new scene graph widgets for placing traditional 2D
capability into fully interactive 3D scenes:
  o PDF widget support (based on libPoppler)
  o VNC client widget support (based on libVNCServer)
  o Internet browser client widget support (based on Gecko/UBrowser)
* New plugins for loading Half-Life 2 maps and models.
* New plugin for loaded exr, high dynamic range imagery
* Improvements to DatabasePager tailored for low latency paging.
* Improved runtime stats collection and on screen reporting.
* Performance improvements through optimization of matrix operations.
* Support for the OpenGL draw instanced extension.
* Improvements to COLLADA support.
* Build reporting using CDash
* New packing support using CPack
* A wide range of build and bug fixes

Many many thanks to all those who've put in time on testing out 2.7.9
and svn/trunk, I sense that this 2.8.0-rc1 is the more ready for
release snapshot we've ever done ;-)

But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand.  I would also greatly value feedback on
how you own applications are performing with 2.8, if there are issues
please just report them on osg-users and we can together have a bash
at resolve them.

For uploading of packages I have requested ftp access to the server
for uploading, I let you know of the details if we can get this set
up.

Have fun!
Robert.
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Robert Osfield
Hi JS,

On Wed, Feb 4, 2009 at 2:32 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Quick question about this: Since the Nightly build is still called Nightly
 in the 2.8 branch, it will replace any result of a nightly build of the
 trunk right? So I don't have to schedule a nightly build of both, just the
 2.8 branch, until 2.8 is out. Am I right?

Yes, move across to making the builds from the 2.8 banch till 2.8.0 is
out.  Even after 2.8.0 is out, there is some value in having periodic
builds of the 2.8 branch as there may well be a 2.8.1+ later released,
although we could probably just make a request for new tests of the
2.8 if we actually need to make a 2.8.1+

 I've started a build of the 2.8 branch, since it's the first it will be a
 complete build and the results should be there in about 20 minutes.

Thanks.
Robert.
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[osg-users] Multiple GPU

2009-02-04 Thread ufuk gun
Hi,
I have to do a simulation project which needs 8 screens. This system likes a
dome.

so i want to ask few questions about this:

1) i want to use multiple gpu's. So is there a limit on number of gpu's on a
pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen
with viewer?

2) how can i set which gpu render which screen. is there an auto management
system in viewer? if i have screens which have resolutions like 8x1280x1024
or 4x2560x1024 or any other combination of this, should i do an extra thing
for this?

3) do you think i will have a critical frame rate problem if i render 8
screens.
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Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
Hi Robert,

I agree such changes would be too risky to be done for the current
release. But I don't think a compiler flag change would help much at
this point (especially that the bug was reported on this mailing list as
part of the user code, not OSG code).

Neil has expressed that he is willing to implement those changes
himself, which would be introduced post-2.8.0 obviously.


Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday 04 February 2009 14:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] MSVC v9

HI Tanguy,

OK, since the changes are intrusive and widespread there certainly are
candidates for inclusion into 2.8.0, it's just too much of risk.

Changing the compile options should be less intrusive so I'd suggest
looking into adding this option to the VS compile options in
OpenSceneGraph/CMakeLists.txt.  One could make these extra build
options, optionally so that you can toggle them on/off from with
ccmake/CMakeSetup.

Robert.

On Wed, Feb 4, 2009 at 2:37 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Hi Robert,

 It's not a small set of changes. It's actually quite tedious (but not
complex to do). Unfortunately, we cannot be sure it avoids the invalid
code generation bug in all cases.


 Basically, changing the operator (in this case, it's operator -) from:


/** Binary vector subtract. */
inline const Vec3f operator - (const Vec3f rhs) const
{
return Vec3f(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2]);
}

/** Unary vector subtract. */
inline Vec3f operator -= (const Vec3f rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}


 To:

inline Vec3f  operator -= (const Vec3f rhs)
{
_v[0] -= rhs._v[0];
_v[1] -= rhs._v[1];
_v[2] -= rhs._v[2];
return *this;
}

inline friend Vec3f operator - (const Vec3f lhs, const Vec3f rhs)
{
return Vec3f(lhs) -= rhs;
}


 Seems to work around the problem with VS2005 and VS2008 without
requiring changes in the user code. Also, someone's pointed out the
latter is more correct in some cases (e.g. argument dependent lookup,
see below).

 But changing all the operators of classes like Vec3f, Vec3d (and I
suppose others such as Matrix classes) would be quite tedious. I guess
it really depends on how many people are really by this problem.

 One a broader note, I've noticed Boost has a very nice library for
dealing with this
(http://www.boost.org/doc/libs/1_37_0/libs/utility/operators.htm). Too
bad OSG probably cannot use it because of the dependencies it would
introduce. But it's still worth a read, as they explain several issues
that may not be obvious at first sight.


 Cheers,

 Tanguy


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
 Sent: Wednesday 04 February 2009 12:40
 To: OpenSceneGraph Users
 Subject: Spam: Re: [osg-users] MSVC v9

 Hi Tanguy,

 On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre
 tang...@aristechnologies.com wrote:
 Robert, do you thing the problem may be serious enough to possibly
motivate
 a code change for all operators of Vec3f and co as a workaround?

 We could change code, it would all depend on how intrusive the changes
 are, without code changes in front of me I can't make this judgement
 call.  Could you send me a modified Vec* files so I could do a review?

 The other approach is to change the compile flags of the OSG to avoid
 this bug.  This wouldn't help 3rd party apps though.

 Robert.
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Sukender
Hi Robert,

I'm terribly sorry, but I don't have the time right now. I just hope someone 
else will do it.
PS: I launched an experimental build. I'll tell you about the results.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 04 Feb 2009 15:57:45 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Window's users,

 I've tried really hard to fix all these Windows warnings, while most
 seem now fixed/workaround/suppressed some have resisted my attempts to
 remotely fix them, we me doing several unsuccessful attempts at this
 last persistent warnings.  A fundamental problem is that I can't make
 a change and see whether the problem is fixed or not, this makes it
 really inefficient...

 So could a windows hack take over the attempt at fixing these
 warnings.  Suppressing these warnings is fair game at this stage,
 especially if simple code changes aren't possible, suppressing a
 warning for a single .cpp is also note such a bad thing, especially if
 you use the convention set up in the include/osg/Export that allows
 you to switch off the disabling of the MSVC warnings.   The
 src/osgPlugins/cfg/ConfigLexer.cpp has one such example (that doesn't
 seem to work... if the latest build results are correct).

 #if defined(_MSC_VER)  defined(OSG_DISABLE_MSVC_WARNINGS)
 // disable '=' : conversion from 'int' to 'char', possible loss of
 data style warnings
 #pragma warning( disable : 4244)
 #endif

 Just send me the code changes that resolve these final warnings.

 Thanks,
 Robert.
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Jean-Sébastien Guay

Hi Robert,


Yes, move across to making the builds from the 2.8 banch till 2.8.0 is
out.  


OK, I've disabled the nightly build of the branch for now.


Even after 2.8.0 is out, there is some value in having periodic
builds of the 2.8 branch as there may well be a 2.8.1+ later released,
although we could probably just make a request for new tests of the
2.8 if we actually need to make a 2.8.1+


We could perhaps have the same thing as for 2.6 - a Nightly-2.8 target, 
so that the build would end up in a different category and not overwrite 
the build of the trunk on the dashboard page?



I've started a build of the 2.8 branch, since it's the first it will be a
complete build and the results should be there in about 20 minutes.


Which is now done (20.2 minutes), and it seems that the only warnings 
were could not open build log for writing... Good job on the warnings 
fixes.


J-S
--
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Re: [osg-users] MSVC v9

2009-02-04 Thread Jean-Sébastien Guay

Hi Tanguy,

I wonder, why have I not seen this problem with my OSG builds? Is it 
that the default optimization options are lower than what generates this 
bug? (sorry I've been speed-reading this thread and may have missed 
mention of this)


J-S
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Jean-Sébastien Guay

Hi Robert,


I've tried really hard to fix all these Windows warnings, while most
seem now fixed/workaround/suppressed some have resisted my attempts to
remotely fix them, we me doing several unsuccessful attempts at this
last persistent warnings.


As I said on my other post, I don't seem to get any warnings (other than 
can't open build log for writing, which is weird but benign - the 
warnings if any would still go to stdout and thus get reported in the 
CDash warnings page for the build). I'll try another full rebuild and 
see for sure. Then if I get any I'll see what needs to be done.


J-S
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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Trịnh Thành Trung GMail
Ok, thanks for your suggestion.

--
Kind regards.
Trung.
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Re: [osg-users] Multiple GPU

2009-02-04 Thread Adrian Egli OpenSceneGraph (3D)
Hi UFUK ?

it would be greate to get see working osg with such high-end technology. may
you should use equalizer and openscenegraph doing this.

adrian

2009/2/4 ufuk gun ufuk@gmail.com

 Hi,
 I have to do a simulation project which needs 8 screens. This system likes
 a dome.

 so i want to ask few questions about this:

 1) i want to use multiple gpu's. So is there a limit on number of gpu's on
 a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8
 screen with viewer?

 2) how can i set which gpu render which screen. is there an auto management
 system in viewer? if i have screens which have resolutions like 8x1280x1024
 or 4x2560x1024 or any other combination of this, should i do an extra thing
 for this?

 3) do you think i will have a critical frame rate problem if i render 8
 screens.


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Re: [osg-users] Spam: Re: MSVC v9

2009-02-04 Thread Tanguy Fautre
Hi J-S,

The bug is apparently triggered by a very specific set of conditions. Most 
common programming patterns will actually result in the compiler generating the 
correct code. If you search the thread, you'll find more detailed explanations 
as well as an example program. 

I do not expect many people to be affected by it. For all I know, it's been 
lurking around for years.

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday 04 February 2009 15:21
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] MSVC v9

Hi Tanguy,

I wonder, why have I not seen this problem with my OSG builds? Is it 
that the default optimization options are lower than what generates this 
bug? (sorry I've been speed-reading this thread and may have missed 
mention of this)

J-S
-- 
__
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Re: [osg-users] Multiple GPU

2009-02-04 Thread Robert Osfield
Hi Ufuk? Gun? (Could you please sign with your first name so we can
adddress you correctly)

On Wed, Feb 4, 2009 at 2:54 PM, ufuk gun ufuk@gmail.com wrote:
 Hi,
 I have to do a simulation project which needs 8 screens. This system likes a
 dome.

 so i want to ask few questions about this:

 1) i want to use multiple gpu's. So is there a limit on number of gpu's on a
 pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen
 with viewer?

Yes, osgViewer support novel camera/display combinations, including
support for multi-threading.  There is a video on youtube of
FlightGear running on an 8 screen powerwall all driven from a single
PC.  I'm afriad I don't have the refernece off hand.

I've personally driven four outputs from a single PC using two cards.
Scaling up much higher will hit PC hardware/driver bottlenecks.

If you are doing a dome, then could also do the distortion correction
using the OSG - see the osgViewer::setUpViewFor3DSphericalDisplay(),
this uses 6 RTT cameras rendering to a cube map, and a single
Camera/subgraph that does the distortion correction.  This setup only
generates a single output for a fish eye lens, so not an exact match
for your requirements but it might give up an idea of how to set up
the various slave cameras to do combinations of distortion correction.

 2) how can i set which gpu render which screen. is there an auto management
 system in viewer? if i have screens which have resolutions like 8x1280x1024
 or 4x2560x1024 or any other combination of this, should i do an extra thing
 for this?

You just assign the screen number to the GraphicsContext::Traits when
setting up the various GraphicsContexts. See the osgcamera example for
an example of use Traits to describe your window setup.

FYI, Windows is less well suited for this type of multi-screen output,
as the drivers try to a bit bit too clever for their own good,
duplicating OpenGL calls across contexts.  Unices (including Linux)
that use X11 work great on complex multi-screen setups as you get
exactly what you ask for in terms of screen to GPU mapping.

 3) do you think i will have a critical frame rate problem if i render 8
 screens.

That all depends upon your scene, and your hardware, and your
frame-rate needs.  It's doable but.. to get the performance you might
need to use a cluster rather than a single machine.

Robert.
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Re: [osg-users] Multiple GPU

2009-02-04 Thread yann le paih
Hi,

Recent post of Stefan Eilemann on Equalizer blog talk about Openscenegraph
and Equalizer :
 http://pogl.wordpress.com/2009/01/24/openscenegraph-and-equalizer/

Maybe, you could use the subversion of Equalizer and Openscengraph 2.8

Yann,



On Wed, Feb 4, 2009 at 4:25 PM, Adrian Egli OpenSceneGraph (3D) 
3dh...@gmail.com wrote:

 Hi UFUK ?

 it would be greate to get see working osg with such high-end technology.
 may you should use equalizer and openscenegraph doing this.

 adrian

 2009/2/4 ufuk gun ufuk@gmail.com

 Hi,
 I have to do a simulation project which needs 8 screens. This system likes
 a dome.

 so i want to ask few questions about this:

 1) i want to use multiple gpu's. So is there a limit on number of gpu's on
 a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8
 screen with viewer?

 2) how can i set which gpu render which screen. is there an auto
 management system in viewer? if i have screens which have resolutions like
 8x1280x1024 or 4x2560x1024 or any other combination of this, should i do an
 extra thing for this?

 3) do you think i will have a critical frame rate problem if i render 8
 screens.


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Re: [osg-users] Multiple GPU

2009-02-04 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Just to offer an alternative setup... We have OSG running a system of 6
screens representing a single view.  The solution we chose was to use a
single 8800 GTX and two of the matrox triple-head-to-go devices.
Nvidia's twinview lets us treat it as one big screen of resolution
3840x2048, which makes for a very simple setup in OSG.  By adding
another card you could easily get the number of screens you require.

- Ken.

   I have to do a simulation project which needs 8 screens. This
 system likes a dome.
 
   so i want to ask few questions about this:
 
   1) i want to use multiple gpu's. So is there a limit on number
of
 gpu's on a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can
i
 render 8 screen with viewer?
 
   2) how can i set which gpu render which screen. is there an auto
 management system in viewer? if i have screens which have resolutions
 like 8x1280x1024 or 4x2560x1024 or any other combination of this,
 should i do an extra thing for this?
 
   3) do you think i will have a critical frame rate problem if i
 render 8 screens.
 
 
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Re: [osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-04 Thread Morné Pistorius
Hi Robert, J-S,

Thanks for the suggestions!  I removed the Qt event relay methods and
added a dummy view with a zero sized viewport to my viewer.  The
single context, multiple view tiled viewer now works as expected,
adding/removing views and clearing the window as it should.

Thanks again for your help!!  You saved me a lot of debugging headache :)

Regards,
Morné

PS. Do you want me to submit a modified osgviewerQt example with these
fixes/workarounds?


On Tue, Feb 3, 2009 at 7:57 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Morné,

 The other approach might be to create an empty View that does nothing,
 has no scene, but at least has a Camera with the GraphicsWindow
 assigned to it.  It's viewport could be zero sized so would be litte
 more than a non op, and you have have the GraphicsWindow do the clear
 each frame for you.  This approach why a bit inelegant would probably
 prevent the problems you are seeing, and would just require an
 additionally couple of lines of set up code at the creation time,
 thereafter you'd just ignore this extra View.

 Yep, in my testing what Robert suggests would work since as long as you have
 at least one view there is no problem. It's removing that last view and then
 adding others that brings up the problem.

 Sorry I couldn't find anything more definitive on my end.

 J-S
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Re: [osg-users] MSVC v9

2009-02-04 Thread Robert Osfield
HI Tanguy,

OK, since the changes are intrusive and widespread there certainly are
candidates for inclusion into 2.8.0, it's just too much of risk.

Changing the compile options should be less intrusive so I'd suggest
looking into adding this option to the VS compile options in
OpenSceneGraph/CMakeLists.txt.  One could make these extra build
options, optionally so that you can toggle them on/off from with
ccmake/CMakeSetup.

Robert.

On Wed, Feb 4, 2009 at 2:37 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Hi Robert,

 It's not a small set of changes. It's actually quite tedious (but not complex 
 to do). Unfortunately, we cannot be sure it avoids the invalid code 
 generation bug in all cases.


 Basically, changing the operator (in this case, it's operator -) from:


/** Binary vector subtract. */
inline const Vec3f operator - (const Vec3f rhs) const
{
return Vec3f(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}

/** Unary vector subtract. */
inline Vec3f operator -= (const Vec3f rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}


 To:

inline Vec3f  operator -= (const Vec3f rhs)
{
_v[0] -= rhs._v[0];
_v[1] -= rhs._v[1];
_v[2] -= rhs._v[2];
return *this;
}

inline friend Vec3f operator - (const Vec3f lhs, const Vec3f rhs)
{
return Vec3f(lhs) -= rhs;
}


 Seems to work around the problem with VS2005 and VS2008 without requiring 
 changes in the user code. Also, someone's pointed out the latter is more 
 correct in some cases (e.g. argument dependent lookup, see below).

 But changing all the operators of classes like Vec3f, Vec3d (and I suppose 
 others such as Matrix classes) would be quite tedious. I guess it really 
 depends on how many people are really by this problem.

 One a broader note, I've noticed Boost has a very nice library for dealing 
 with this (http://www.boost.org/doc/libs/1_37_0/libs/utility/operators.htm). 
 Too bad OSG probably cannot use it because of the dependencies it would 
 introduce. But it's still worth a read, as they explain several issues that 
 may not be obvious at first sight.


 Cheers,

 Tanguy


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: Wednesday 04 February 2009 12:40
 To: OpenSceneGraph Users
 Subject: Spam: Re: [osg-users] MSVC v9

 Hi Tanguy,

 On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre
 tang...@aristechnologies.com wrote:
 Robert, do you thing the problem may be serious enough to possibly motivate
 a code change for all operators of Vec3f and co as a workaround?

 We could change code, it would all depend on how intrusive the changes
 are, without code changes in front of me I can't make this judgement
 call.  Could you send me a modified Vec* files so I could do a review?

 The other approach is to change the compile flags of the OSG to avoid
 this bug.  This wouldn't help 3rd party apps though.

 Robert.
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[osg-users] Using cpack to create debian packages

2009-02-04 Thread Robert Osfield
Hi All,

Now that I've tagged 2.8.0-rc1 my focus has now moved on to helping
out on the packaging front.  The packaging that I'd like to contribute
is the debian packages, so I've started down this journey by enable
cpack support in the OSG, then doing:

cpack -G DEB --config CPackConfig-libopenscenegraph.cmake -D
CPACK_PACKAGE_CONTACT=rob...@openscenegraph.com

Which generates a OpenSceneGraph-2.8.0.deb, which is but... if I then
do create a package libopenscenegraph-dev pacakge I also get an
OpenSceneGraph-2.8.0.deb.

Looking at the CPackConfig-libopenscenegraph.cmake I note the
CPACK_PACKAGE_FILE_NAME is OpenSceneGraph-2.8.0 which goes a long way
to explain why the name is what it is.  I have been able to override
it using:

cpack -G DEB --config CPackConfig-libopenscenegraph.cmake -D
CPACK_PACKAGE_CONTACT=rob...@openscenegraph.com -D
CPACK_PACKAGE_FILE_NAME=libopenscenegraph-2.8.0.deb

I don't yet have the right architecture info in the debian name, and
no doubt other items aren't yet set which I'll need to add.  I found
the following page on the CMake/CPack wiki:

  http://www.vtk.org/Wiki/CMake:CPackPackageGenerators

I do wonder whether there isn't some more we could be doing on the
generation of the CPackConfig-* files such as setting the base name a
bit more appropriately.  I'm rather new to cpack and debian packaging
so I'm rather floundering around a bit clueless, but that's how we
start learning is it not...  Feel free to point me in the right
direction.

In particular I'm keen to QA the packages I create, is there such a
tool for debian?

Robert.
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[osg-users] about Drawable::ComputeBoundingBoxCallback struct

2009-02-04 Thread Mojtaba Fathi

Hi all

osg::Drawable class declares 5 structs which can be used to implement callback 
functions for different purposes. Except 'ComputeBoundingBoxCallback' struct, 
other 4 structs inherit virtually from osg::Object class.
Is there any particular reason for 'ComputeBoundingBoxCallback' struct to not 
inherit virtually from osg::Object or this is simply a bug?

Regards
Moji the Great


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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Robert Osfield
Hi Window's users,

I've tried really hard to fix all these Windows warnings, while most
seem now fixed/workaround/suppressed some have resisted my attempts to
remotely fix them, we me doing several unsuccessful attempts at this
last persistent warnings.  A fundamental problem is that I can't make
a change and see whether the problem is fixed or not, this makes it
really inefficient...

So could a windows hack take over the attempt at fixing these
warnings.  Suppressing these warnings is fair game at this stage,
especially if simple code changes aren't possible, suppressing a
warning for a single .cpp is also note such a bad thing, especially if
you use the convention set up in the include/osg/Export that allows
you to switch off the disabling of the MSVC warnings.   The
src/osgPlugins/cfg/ConfigLexer.cpp has one such example (that doesn't
seem to work... if the latest build results are correct).

#if defined(_MSC_VER)  defined(OSG_DISABLE_MSVC_WARNINGS)
// disable '=' : conversion from 'int' to 'char', possible loss of
data style warnings
#pragma warning( disable : 4244)
#endif

Just send me the code changes that resolve these final warnings.

Thanks,
Robert.
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Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
I’ve submitted the bug to Microsoft.

Hopefully they will be able to further enlighten us on the issue.

 

Robert, do you thing the problem may be serious enough to possibly motivate a 
code change for all operators of Vec3f and co as a workaround?

 

https://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=411031

 

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Wallis
Sent: Monday 02 February 2009 00:04
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] MSVC v9

 

Hi Tanguy,

I tried your code on an SGI (IRIX 6.5.22) using the GNU C++ compiler (version 
2.4.3) and level 3 optimisation.

 

No errors using either form of the subtraction operator.

 

Cheers,

 

Guy

 

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Re: [osg-users] OSGEarth precision

2009-02-04 Thread Glenn Waldron
David,

I'll just chime in for the record to echo Robert's correct assessment --
osgEarth uses osgTerrain under the hood, and osgTerrain solves the precision
issue by localizing each tile at each level of detail with a
double-precision matrix.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Wed, Feb 4, 2009 at 4:14 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi David,

 I haven't dived into the source code of osgEarth, but I do know that
 it utilises osgTerrain, and osgTerrain internally uses double to
 locate tiles in their geocentric position (the class that does this is
 the osgTerrain::Locator).  When the geometry for rendering is
 generated on demand it's created with a local origin and then
 decorated with a MatrixTransform that places the tile into it's final
 position.

 Since the OSG defaults to use double Matrix for MatrixTransform and
 doubles for all osg::Camera management, and the cull traversal
 accumulates the camera + transforms in the scene using doubles, it's
 possible to position the tiles very accurately and maintain precision
 for as long as possible before passing to OpenGL.

 When you are close to a tile, such as driving along it the relative
 translations of the camera and the tile's MatrixTransform largely
 cancel out  with little numerical errors thank's to the use of
 doubles, so you get the best precision where you need it most, while
 far away tiles have larger translations left in them so the error is
 higher, but this is not an issue as vertices and divide by their
 distance during the transformation from object to clip space so the
 errors seen on screen remain subpixel so you don't see them.

 Thanks to this system it's possible to use pre-built
 VirtualPlanetBuilder or dynamically generated osgEarth databases in
 geocentric coords without complex additional coding, it just works out
 of the box.

 Whether you'd want to use a dynamically generated database from remote
 data for a simulator is a different matter, one would have to look
 closely at the latency and consistency of download and generating
 tiles.

 Robert.

 On Wed, Feb 4, 2009 at 7:10 AM, David Karlsson david.karls...@foi.se
 wrote:
  Hi,
 
  Is OSGEarth suitable to use, as a part of a terrain simulator, together
 with objects that needs to be positioned with about cm precision - or will I
 run into problems with precision? I found this page about  how they handled
 it in NASA's World Wind:
 http://www.urbanrobots.com/Blogs/WW/2006/01/working-to-solution-in-precision.html
 
  How is this handled in OSGEarth?
 
  Thanks,
  David
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Re: [osg-users] modelling geodes with children?

2009-02-04 Thread Paul Martz
Are you suggesting that my root would be a group node and under that would
be all the leaf nodes? I don't like that idea because it loses the
hierarchy: streamer is attached to grip, grip is attached to handlebar. If I
delete the grip node, the streamer should go away as well.

Well, I didn't really mean to forego the hierarchy and have a flat scene
graph. If you really need the functionality of having the streamers
disappear when you remove the grip, then by all means you should use
hierarchy to achieve that. 
 
I could've implemented my HandNode using existing core functionality, but my
client specifically wanted a Hand Node that they could reuse in many
applications specifically for rendering a hand. If your HandlebarNode will
be used in many apps to render handlebars (I don't know, maybe you intend to
make a series of bicycle simulators), then yes, maybe it is best to
encapsulate it in its own class. But if you are just using it as an example
of some general hierarchical structure, then I doubt you want to create a
new class for each unique piece of hierarchical geometry. Perhaps I'm not
fully understanding your use case.
   -Paul
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Re: [osg-users] osg::notify replaceable backend?

2009-02-04 Thread Ulrich Hertlein

On 4/2/09 7:46 PM, Filip Holm wrote:

I've figured out a way to reoute all osg::notify messages to my
logger, but I can't seem to find a way to get the osg::NotifySeverity
mapping. Any thoughts on how this could be done is greatly
appretiated.


I don't believe it is possible to capture the loglevel passed to notify with the current 
setup.


osg::notify() evaluates the given loglevel against the globally set one and only directs 
the stream if it matches (logLevel = globalLogLevel).  It doesn't pass the loglevel on to 
any function you could specify.


/ulrich
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Re: [osg-users] osg::notify replaceable backend?

2009-02-04 Thread Robert Osfield
Hi Filip,

From include/osg/Notify you have the getNotifyLevel() function...

/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
  * is reserved for forcing the absorption of all messages.  The
  * keywords are also used verbatim when specified by the environmental
  * variable OSGNOTIFYLEVEL.  See documentation on osg::notify() for
  * further details.
  */
enum NotifySeverity {
ALWAYS=0,
FATAL=1,
WARN=2,
NOTICE=3,
INFO=4,
DEBUG_INFO=5,
DEBUG_FP=6
};

/** set the notify level, overriding the default or the value set by
  * the environmental variable OSGNOTIFYLEVEL.
  */
extern OSG_EXPORT void setNotifyLevel(NotifySeverity severity);

/** get the notify level. */
extern OSG_EXPORT NotifySeverity getNotifyLevel();

/** is notification enabled, given the current setNotifyLevel() setting? */
extern OSG_EXPORT bool isNotifyEnabled(NotifySeverity severity);

On Wed, Feb 4, 2009 at 8:46 AM, Filip Holm filip.h...@gmail.com wrote:
 Hi all,

 I have a non console based application that has it's own reporting
 mechanism built-in. I'd like to be able to set the NotifyLevel and
 have these messages sent to my logger tool. My logger tool also has
 it's own filters/log-levels, so I'd like to be able to map the
 osg::NotifySeverity to some matching log-level.

 I've figured out a way to reoute all osg::notify messages to my
 logger, but I can't seem to find a way to get the osg::NotifySeverity
 mapping. Any thoughts on how this could be done is greatly
 appretiated.

 What I have done to just flush all osg::notify messages to my logger is:

 void main()
 {
  MyLoggWrapper log;
  std::streambuf* notifyBuf = osg::notify().rdbuf();
  osg::notify().rdbuf(log.rdbuf());
  osg::notify(osg::INFO)  This message is passed straight to my
 logger, sadly without knowlede of NotifySeverity  std::endl;
  snip
  //osgViewer instantiation and main loop etc.
  /snip
  osg::notify().rdbuf(notifyBuf);
 }


 Filip Holm
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Re: [osg-users] Different behavior between Linux and Windows when using OpenThreads::Mutex

2009-02-04 Thread Robert Osfield
Hi Luarance,

I believe the difference is down to pthreads not allowing two locks on
the same mutex from a single thread, while the windows equivilant
allows this - this means the standard Windows mutex is re-entrant,
whereas the pthread one isn't.   To get the same behaviour as windows
under linux you have to use the OpenThreads::ReentrantMutex.  You'd
use this in code that sets a lock and the recurses, such a case would
be an osgPlugin that uses a RenentrantMutex to serialize access to it,
but the mutex doesn't prevent it calling itself - a conventional Mutex
under pthreads would lock in this situation.

The Windows mutex does prevent locks from different threads being
acquired multiple times, so if you modified your code to test this it
should work the same under Windows and Pthreads/unix.

Robert.





On Wed, Feb 4, 2009 at 1:53 PM, Laurence Muller l.y.l.mul...@uva.nl wrote:
 Hi,

 It seems that there is a difference in behavior when using the
 OpenThreads::Mutex class in Linux and Windows.

 For our (crossplatform) application it is required to synchronize data
 between two different threads. In order to prevent a race condition, we used
 the OpenThreads mutex lock (OpenSceneGraph 2.6.1).
 To test the behavior of the mutex lock, I created a small application
 (attached below).

 Our Linux machine produces the following output:
 [laure...@fedora mutex_test]$ ./main
 test 1 (trylock): ok
 -- application blocked --

 Using the same application under windows (compiled with mingw):
 main.exe
 test 1 (trylock): ok
 test 2 (lock): ok
 test 3 (lock again): ok
 test 4 (unlock): ok
 -- application finished --

 The Linux version shows the correct behavior, the Windows version seems to
 ignore the lock calls and does not block at all.

 Questions:
 1. Are additional settings required to use the OpenThreads mutex lock under
 windows?
 2. What alternatives are available for the OpenThreads mutex lock? (Manually
 implement calls using pthread?)

 Kind Regards,
 - Laurence

 -
 // main.cpp
 // g++ main.cpp -o main -I /home/userx/osg/include -L /home/userx/osg/lib
 -lOpenThreads

 #include stdlib.h
 #include iostream
 #include OpenThreads/Mutex
 using namespace std;

 OpenThreads::Mutex *mt_sync;

 int main(int argc, char **argv)
 {
   mt_sync = new OpenThreads::Mutex();

   printf(test 1 (trylock): );
   if(mt_sync-trylock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 2 (lock): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 3 (lock again): );
   if(mt_sync-lock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   printf(test 4 (unlock): );
   if(mt_sync-unlock() == 0)
   printf(ok\n);
   else
   printf(fail\n);

   delete mt_sync;

   return 0;
 }


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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Serge Lages
Hi Robert,

Built and tested with WinXP VS8 SP1, everything work as espected.
Thanks for all this good work !

On Wed, Feb 4, 2009 at 3:40 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 We're finally one the home straight now - OpenSceneGraph-2.8 branch
 has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
 off this.

 News page:
 http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8

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

 OpenSceneGraph-2.8.0-rc1 source code:

source package:

 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.8.0-rc1.zip
svn tag: svn co

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc1
 OpenSceneGraph

 OpenSceneGraph-2.8 branch:

svn tag: svn co

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
 OpenSceneGraph


 Updates (since 2.6.1) include: ¶

* New osgVolume library for volume rendering, with support for:
  o High quality GPU based Ray tracing
  o Transfer functions
  o Per pixel lighting
  o Iso surface rendering
  o Maximum Intensity rendering
  o non power of two 3d texture and 3d texture compression
  o DICOM loader for reading dicom medical data
* New osgAnimation library for character and scene animation.
* New plugin for reading Biovision hierarchical files (.BVH) to
 generate character motion animations.
* New osgShadow support for Light Space Perspective Shadow Maps.
* Three new scene graph widgets for placing traditional 2D
 capability into fully interactive 3D scenes:
  o PDF widget support (based on libPoppler)
  o VNC client widget support (based on libVNCServer)
  o Internet browser client widget support (based on Gecko/UBrowser)
* New plugins for loading Half-Life 2 maps and models.
* New plugin for loaded exr, high dynamic range imagery
* Improvements to DatabasePager tailored for low latency paging.
* Improved runtime stats collection and on screen reporting.
* Performance improvements through optimization of matrix operations.
* Support for the OpenGL draw instanced extension.
* Improvements to COLLADA support.
* Build reporting using CDash
* New packing support using CPack
* A wide range of build and bug fixes

 Many many thanks to all those who've put in time on testing out 2.7.9
 and svn/trunk, I sense that this 2.8.0-rc1 is the more ready for
 release snapshot we've ever done ;-)

 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.

 For uploading of packages I have requested ftp access to the server
 for uploading, I let you know of the details if we can get this set
 up.

 Have fun!
 Robert.
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-- 
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http://www.tharsis-software.com
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[osg-users] Works with 2.8 campaign :-)

2009-02-04 Thread Robert Osfield
Hi All,

I would like to see the OSG-2.8 branch tested out across as many
platforms and 3rd party applications as we can this week, as this will
be the best way for us to shake down the release and make sure it's
really ready to go 2.8.0 thank we can all rely upon for months to
come.

It occurred to me that we might be able to entice end users to come
forward and give a public thumbs up that OSG-2.8 works well with their
applications, it'll give some focus on the tasks of actually testing
OSG-2.8 against their own applications, and it might give the
community a bit of buzz knowing what applications/libraries that are
out their that are using the OSG.  Perhaps we could even coordinate
this into a wiki page with links to those projects, with screenshots
if you are up to it.  Does this sound like a good idea?

Robert.
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Re: [osg-users] modelling geodes with children?

2009-02-04 Thread Cory Riddell
On Wed, Feb 4, 2009 at 10:48 AM, Paul Martz pma...@skew-matrix.com wrote:

 If your HandlebarNode will be used in many apps to render handlebars (I
 don't know, maybe you intend to make a series of bicycle simulators), then
 yes, maybe it is best to encapsulate it in its own class. But if you are
 just using it as an example of some general hierarchical structure, then I
 doubt you want to create a new class for each unique piece of hierarchical
 geometry. Perhaps I'm not fully understanding your use case.


My use case was just a fabricated example (and a poor one at that). I'm
working on software for mechanical equipment and I was afraid using an
example from the actual domain would have been mired down in domain specific
terminology.

We don't have a particular arrangement of components that would be repeated,
but the equipment in general does have a natural hierarchical order to it (A
is connected to B is connected to C etc...). I confessed to Jean-Sebastien
that the source of this notion of all-in-one nodes was HOOPS - the first
scene graph tool I investigated. I'm starting to come around to the OSG
viewpoint though. Not that I dislike HOOPS- it's a fantastic piece of
software. It's just a little overkill for what we need.

-cr
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Re: [osg-users] Works with 2.8 campaign :-)

2009-02-04 Thread Jean-Sébastien Guay

Hi Robert,


Does this sound like a good idea?


Definitely! :-)

(when did you turn into a marketing mogul?)

J-S
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Re: [osg-users] Using cpack to create debian packages

2009-02-04 Thread Mattias Helsing
Hi Robert,

On 2/4/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi All,

 Now that I've tagged 2.8.0-rc1 my focus has now moved on to helping
 out on the packaging front.  The packaging that I'd like to contribute
 is the debian packages, so I've started down this journey by enable
 cpack support in the OSG, then doing:

 cpack -G DEB --config CPackConfig-libopenscenegraph.cmake -D
 CPACK_PACKAGE_CONTACT=rob...@openscenegraph.com

very cool. To bad I haven't had the time to dig out the debian
generator features yet. I will eventually get to improving these but
as I realized that I wouldn't make it to 2-8 and that we have a man on
making debian packages I dropped it for now. See

http://packages.qa.debian.org/o/openscenegraph.html

for status of the openscenegraph debs. It seems that he has requested
help to get packages delivered and that Alberto Luaces and some others
have agreed to help him.

http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=392266

For ubuntu it the ubuntu-MOTU developers are responsible for the
openscenegreph package(s) so we might need to poke them.


 Which generates a OpenSceneGraph-2.8.0.deb, which is but... if I then
 do create a package libopenscenegraph-dev pacakge I also get an
 OpenSceneGraph-2.8.0.deb.

 Looking at the CPackConfig-libopenscenegraph.cmake I note the
 CPACK_PACKAGE_FILE_NAME is OpenSceneGraph-2.8.0 which goes a long way
 to explain why the name is what it is.  I have been able to override
 it using:

 cpack -G DEB --config CPackConfig-libopenscenegraph.cmake -D
 CPACK_PACKAGE_CONTACT=rob...@openscenegraph.com -D
 CPACK_PACKAGE_FILE_NAME=libopenscenegraph-2.8.0.deb

All this is due to the workaround I had to do to make the tar archives
look like we wanted them with a top folder OpenSceneGraph-2.8.0 and
all the different packages would sort themselves in under that. My
first submission had debian-like packages names. I (or someone) will
have to fix this before we can make proper debs. What you have already
done (-DCPACK_PACKAGE_NAME=...) is probably a good solution that one
could put in an add_custom_target.


 I don't yet have the right architecture info in the debian name, and
 no doubt other items aren't yet set which I'll need to add.  I found
 the following page on the CMake/CPack wiki:

   http://www.vtk.org/Wiki/CMake:CPackPackageGenerators

 I do wonder whether there isn't some more we could be doing on the
 generation of the CPackConfig-* files such as setting the base name a
 bit more appropriately.  I'm rather new to cpack and debian packaging
 so I'm rather floundering around a bit clueless, but that's how we
 start learning is it not...  Feel free to point me in the right
 direction.

There are some other cmake vars that are/will be used to create the
control file that must be part of every deb package. I think the only
one that we don't have in the CPackConfig-xxx scripts is the
CPACK_DEBIAN_PACKAGE_DEPENDS
...which I have fiddled with but not enough to dare a submission.
Perhaps someone more exerienced with debian cuold fill this out
properly. I will need to get some information from a real package
maintainer to fix this.


 In particular I'm keen to QA the packages I create, is there such a
 tool for debian?

Can't help here I'm afraid. I see that this mail didn't help much at
all but telling you things you already know :-( So to try and help I
mailed some questions to the ubuntu-motu developers mailing list
asking how we can help getting osg-2.8 into ubuntu packages adn will
persue that. For debian perhaps Alberto Luaces or someone else can
fill us in on how the debian package is doing and if any further help
is needed.

cheers
Mattias


 Robert.
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Re: [osg-users] Multiple GPU

2009-02-04 Thread Ümit Uzun
Hi Ufuk,

You can look at Distributed-OSG-Thesis.pdf in
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/OSG_Tutorial_Ball.zipIt
would help you.

Kolay Gelsin :)
Saygilar.

2009/2/4 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW 
kenneth.sew...@wpafb.af.mil

 Just to offer an alternative setup... We have OSG running a system of 6
 screens representing a single view.  The solution we chose was to use a
 single 8800 GTX and two of the matrox triple-head-to-go devices.
 Nvidia's twinview lets us treat it as one big screen of resolution
 3840x2048, which makes for a very simple setup in OSG.  By adding
 another card you could easily get the number of screens you require.

 - Ken.

I have to do a simulation project which needs 8 screens. This
  system likes a dome.
 
so i want to ask few questions about this:
 
1) i want to use multiple gpu's. So is there a limit on number
 of
  gpu's on a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can
 i
  render 8 screen with viewer?
 
2) how can i set which gpu render which screen. is there an auto
  management system in viewer? if i have screens which have resolutions
  like 8x1280x1024 or 4x2560x1024 or any other combination of this,
  should i do an extra thing for this?
 
3) do you think i will have a critical frame rate problem if i
  render 8 screens.
 
 
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jason Daly

Robert Osfield wrote:

But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand.  I would also greatly value feedback on
how you own applications are performing with 2.8, if there are issues
please just report them on osg-users and we can together have a bash
at resolve them.
  


Builds with zero warnings on Red Hat Enterprise 5.3, even with our tired 
old CMake 2.4.5  ;-)


Only minor glitch with the build is that I have to pass -march=i686 in 
CXXFLAGS for OpenThreads to configure properly to use GCC_BUILTINS.  I 
think this was covered in another thread a few months back.  Even if I 
don't do this, it works fine running with mutexes.



--J

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Re: [osg-users] 2.8: XUL not completely found

2009-02-04 Thread Robert Osfield
HI Paul,

There is pkg-config support in CMake, but I don't know how flexible it is.

BTW, what happens on your Gentoo system?  Does the half found XUL
cause a build failure or does the gecko plugin simply not compile?

Robert.

On Wed, Feb 4, 2009 at 6:22 PM, Paul Melis
osg-us...@assumetheposition.nl wrote:
 I just noticed (on a Gentoo system) that not all of the parts of XUL are
 found by CMake.
 Some of the include directories and libraries are not among the ones in
 FindXUL.cmake.
 There does seem to be pkg-config support for it though:

 # nsEmbedAPI.h
 pkg-config libxul-embedding --cflags
 # jsapi.h
 pkg-config xulrunner-js --cflags
 # prtypes.h
 pkg-config xulrunner-nspr --cflags

 Does CMake have support for parsing the output of pkg-config?

 Paul
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[osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay

Hi all,

I have a question about OpenGL materials. From what I can see, if I 
disable GL_LIGHTING in the stateset of an object, then that object is 
rendered with the colors specified in its color array only, i.e. the 
material has no effect. Is there a way to change that?


The effect I want is that the object be unaffected by lighting but still 
has colors according to its material, i.e. even if no light is present 
in the scene, or if there is only a spotlight but it is not pointing 
toward the object, its color is defined by its material.


The reason I can't just specify the colors in the color array is that 
then, if I use scribe or outline effects (using osgFX::Effect), the 
wireframe overlay or outline takes on the vertex colors too instead of 
being white (or the color I specify). If there's a way to force the 
scribe to be white (i.e. not use the object's vertex colors) that would 
work too even though it's the reverse of what I'm asking...


Any suggestions would be appreciated. I've never quite understood the 
intricacies of how OpenGL handles vertex colors, materials, shading and 
even textures (when one takes precedence over the other, etc.) so I'd 
like the advice of someone who knows more than me in this respect.


Thanks,

J-S
--
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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Robert Osfield
Hi JS,

The OSG is designed around separating geometry data (in Drawables)
from state data (in StateSets), the usage model you are suggesting
mixing this, and this would struggle in anything other than models
that don't have any colour arrays assigned to them, otherwise the
local geometry colour array would just override that you provide by
the StateSet.  Consider that the OSG by default display lists geometry
and you can see that the problem isn't one that you can fix easily.

However if you carefully manage your scene graph so that the subgraph
you are decorating contains no colour arrays then you could define a
custom StateAttribute that sets the vertex colour.

Robert.

On Wed, Feb 4, 2009 at 7:13 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi all,

 I have a question about OpenGL materials. From what I can see, if I disable
 GL_LIGHTING in the stateset of an object, then that object is rendered with
 the colors specified in its color array only, i.e. the material has no
 effect. Is there a way to change that?

 The effect I want is that the object be unaffected by lighting but still has
 colors according to its material, i.e. even if no light is present in the
 scene, or if there is only a spotlight but it is not pointing toward the
 object, its color is defined by its material.

 The reason I can't just specify the colors in the color array is that then,
 if I use scribe or outline effects (using osgFX::Effect), the wireframe
 overlay or outline takes on the vertex colors too instead of being white (or
 the color I specify). If there's a way to force the scribe to be white (i.e.
 not use the object's vertex colors) that would work too even though it's the
 reverse of what I'm asking...

 Any suggestions would be appreciated. I've never quite understood the
 intricacies of how OpenGL handles vertex colors, materials, shading and even
 textures (when one takes precedence over the other, etc.) so I'd like the
 advice of someone who knows more than me in this respect.

 Thanks,

 J-S
 --
 __
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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tomlinson, Gordon
No in straight OSG/OGL

No Lighting = No Material 

You probably could do this with in a shader but you would have to replicate the 
full fixed pipeline calculation of lighting,materials, textures , fogs etc ( 
which you have to do anyway  )


Gordon

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but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday, February 04, 2009 2:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] About OpenGL materials

Hi all,

I have a question about OpenGL materials. From what I can see, if I disable 
GL_LIGHTING in the stateset of an object, then that object is rendered with the 
colors specified in its color array only, i.e. the material has no effect. Is 
there a way to change that?

The effect I want is that the object be unaffected by lighting but still has 
colors according to its material, i.e. even if no light is present in the 
scene, or if there is only a spotlight but it is not pointing toward the 
object, its color is defined by its material.

The reason I can't just specify the colors in the color array is that then, if 
I use scribe or outline effects (using osgFX::Effect), the wireframe overlay or 
outline takes on the vertex colors too instead of being white (or the color I 
specify). If there's a way to force the scribe to be white (i.e. not use the 
object's vertex colors) that would work too even though it's the reverse of 
what I'm asking...

Any suggestions would be appreciated. I've never quite understood the 
intricacies of how OpenGL handles vertex colors, materials, shading and even 
textures (when one takes precedence over the other, etc.) so I'd like the 
advice of someone who knows more than me in this respect.

Thanks,

J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/ 
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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Paul Melis
Jean-Sébastien Guay wrote:
 The reason I can't just specify the colors in the color array is that
 then, if I use scribe or outline effects (using osgFX::Effect), the
 wireframe overlay or outline takes on the vertex colors too instead of
 being white (or the color I specify). If there's a way to force the
 scribe to be white (i.e. not use the object's vertex colors) that
 would work too even though it's the reverse of what I'm asking...
The osgscribe example seems to include code that specifies the color of
the wireframe (but in the else branch of an #if 1 ...). Is that what
you're looking for?

Paul
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Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Robert Osfield
Hi JS,

Thanks for the warning fixes, I've merged about 2/3rds of them, but
will record some of the other ones.   The server isn't accessible
right now so I'm not able to check in right now.  I'll have  bash
tomorrow morning.  These last warning fixes won't affect runtime at
all so the 2.8.0-rc1 as it stands right now should be good enough for
testing.

Robert.

On Wed, Feb 4, 2009 at 5:44 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 As I said on my other post, I don't seem to get any warnings (other than
 can't open build log for writing, which is weird but benign - the warnings
 if any would still go to stdout and thus get reported in the CDash warnings
 page for the build). I'll try another full rebuild and see for sure. Then if
 I get any I'll see what needs to be done.

 OK, I've had a go at fixing the warnings. I've attached a zip containing the
 build output before the fixes for you to see, as well as the changed files.

 The PDB warnings (which come from the fact that a given 3rd party library
 was compiled with debug information split into a separate file instead of
 embedded into the library) we can just ignore. They only happen at link time
 for the given plugin. Same thing for the default library MSVCRT
 conflicts... warning, though that might indicate a bigger problem. The next
 time someone makes a 3rd party package, those things should be taken care
 of.

 Other than that, here are the warnings I fixed:

 ___

 osgUtil.lib and osglauncher example

 4C:\Tools\msvs8\VC\include\list(42) : warning C4510:
 'std::_List_nod_Ty,_Alloc::_Node' : default constructor could not be
 generated

 (and other similar and related warnings)

 Simply adding an empty default constructor to the arc class in
 TriStrip_graph_array.h and the Xample class in osglauncher.cpp fixed this

 You could see that std::list was not the problem, but the class used as a
 template argument, because lower in the warning message there was mention of

 4
 c:\dev\openscenegraph-svn\openscenegraph-2.8-branch\src\osgutil\TriStrip_graph_array.h(109)
 : see reference to class template instantiation 'std::list_Ty' being
 compiled
 4with
 4[
 4
 _Ty=triangle_stripper::common_structures::graph_arraytriangle_stripper::triangle,char::arc
 4]

 which pointed to the type to which a default constructor needed to be added.
 It comes down to deciphering VS's messages... :-)
 ___

 osga plugin

 198..\..\..\..\src\osgPlugins\osga\OSGA_Archive.cpp(727) : warning C4512:
 'OSGA_Archive::WriteObjectFunctor' : assignment operator could not be
 generated
 198..\..\..\..\src\osgPlugins\osga\OSGA_Archive.cpp(719) : see
 declaration of 'OSGA_Archive::WriteObjectFunctor'

 (and so on for the other Write*Functors)

 I didn't find any way to fix this other than locally suppressing it, since
 creating a default constructor would imply constructing a default
 osg::Object, which is abstract so I can't do that. So I suppressed it around
 those 4 classes.
 ___

 cfg plugin and osgviewerGLUT example

 You had tried suppressing warnings in these two cases, protected by

 #if defined(_MSC_VER)  defined(OSG_DISABLE_MSVC_WARNINGS)

 but you needed to include osg/Config before that, so that
 OSG_DISABLE_MSVC_WARNINGS was defined...
 ___

 osgviewerQT example

 26c:\tools\qt\4.4.3\include\qtcore\../../src/corelib/concurrent/qtconcurrentiteratekernel.h(97)
 : warning C4512: 'QtConcurrent::BlockSizeManager' : assignment operator
 could not be generated
 26
 c:\tools\qt\4.4.3\include\qtcore\../../src/corelib/concurrent/qtconcurrentiteratekernel.h(79)
 : see declaration of 'QtConcurrent::BlockSizeManager'

 Since this is in Qt's headers, I just suppressed this locally (for both Qt 4
 and Qt 3 - I'm using Qt 4 and I have no way of knowing if this appears for
 Qt 3).
 ___

 I'm doing a full rebuild now (and as you all know now thanks to the
 dashboard reports, this takes 20 minutes on my machine if nothing else is
 happening) so I'll tell you when this is done if any fixable warnings
 remain, but I think it should look good.

 Of course as we can see from osgviewerQT, there are perhaps warnings lurking
 in other examples/plugins which I don't compile... Others will have to pitch
 in for fixing those.

 J-S
 --
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
I built everything with Visual Studio 2005 on XP with no build problems. One
minor glitch that may be my fault- when I ran the built the INSTALL target,
it copied the executables to C:\Program Files\OpenSceneGraph rather than
C:\Program Files\OpenSceneGraph-2.8 (I specified this in CMake).

Cory

On Wed, Feb 4, 2009 at 12:50 PM, Jason Daly jd...@ist.ucf.edu wrote:

 Robert Osfield wrote:

 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.



 Builds with zero warnings on Red Hat Enterprise 5.3, even with our tired
 old CMake 2.4.5  ;-)

 Only minor glitch with the build is that I have to pass -march=i686 in
 CXXFLAGS for OpenThreads to configure properly to use GCC_BUILTINS.  I think
 this was covered in another thread a few months back.  Even if I don't do
 this, it works fine running with mutexes.


 --J


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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Sukender
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 express, 
all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Le Wed, 04 Feb 2009 15:40:21 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi All,

 We're finally one the home straight now - OpenSceneGraph-2.8 branch
 has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
 off this.

 News page:
 http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8

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

 OpenSceneGraph-2.8.0-rc1 source code:

 source package:
 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.8.0-rc1.zip
 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc1
 OpenSceneGraph

 OpenSceneGraph-2.8 branch:

 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
 OpenSceneGraph


 Updates (since 2.6.1) include: ¶

 * New osgVolume library for volume rendering, with support for:
   o High quality GPU based Ray tracing
   o Transfer functions
   o Per pixel lighting
   o Iso surface rendering
   o Maximum Intensity rendering
   o non power of two 3d texture and 3d texture compression
   o DICOM loader for reading dicom medical data
 * New osgAnimation library for character and scene animation.
 * New plugin for reading Biovision hierarchical files (.BVH) to
 generate character motion animations.
 * New osgShadow support for Light Space Perspective Shadow Maps.
 * Three new scene graph widgets for placing traditional 2D
 capability into fully interactive 3D scenes:
   o PDF widget support (based on libPoppler)
   o VNC client widget support (based on libVNCServer)
   o Internet browser client widget support (based on Gecko/UBrowser)
 * New plugins for loading Half-Life 2 maps and models.
 * New plugin for loaded exr, high dynamic range imagery
 * Improvements to DatabasePager tailored for low latency paging.
 * Improved runtime stats collection and on screen reporting.
 * Performance improvements through optimization of matrix operations.
 * Support for the OpenGL draw instanced extension.
 * Improvements to COLLADA support.
 * Build reporting using CDash
 * New packing support using CPack
 * A wide range of build and bug fixes

 Many many thanks to all those who've put in time on testing out 2.7.9
 and svn/trunk, I sense that this 2.8.0-rc1 is the more ready for
 release snapshot we've ever done ;-)

 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.

 For uploading of packages I have requested ftp access to the server
 for uploading, I let you know of the details if we can get this set
 up.

 Have fun!
 Robert.
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Re: [osg-users] 2.8: XUL not completely found

2009-02-04 Thread Paul Melis
Hi Robert,

Here's an updated FindXUL.cmake that works for me. It uses pkg-config to
discover some extra paths.
Now osgbrowser google.com works for me!

Two remarks:
- It doesn't do any version checks, although the pkg-config CMake macros
are capable of this (but I don't know if there are any version reqs)
- The paths discovered with pkg-config are put in the front of the
existing lists

Paul

Robert Osfield wrote:
 HI Paul,

 There is pkg-config support in CMake, but I don't know how flexible it is.

 BTW, what happens on your Gentoo system?  Does the half found XUL
 cause a build failure or does the gecko plugin simply not compile?
   
 Robert.

 On Wed, Feb 4, 2009 at 6:22 PM, Paul Melis
 osg-us...@assumetheposition.nl wrote:
   
 I just noticed (on a Gentoo system) that not all of the parts of XUL are
 found by CMake.
 Some of the include directories and libraries are not among the ones in
 FindXUL.cmake.
 There does seem to be pkg-config support for it though:

 # nsEmbedAPI.h
 pkg-config libxul-embedding --cflags
 # jsapi.h
 pkg-config xulrunner-js --cflags
 # prtypes.h
 pkg-config xulrunner-nspr --cflags

 Does CMake have support for parsing the output of pkg-config?

 Paul
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# Locate gdal
# This module defines
# XUL_LIBRARIES
# XUL_FOUND, if false, do not try to link to gdal 
# XUL_INCLUDE_DIR, where to find the headers
#
# $XUL_DIR is an environment variable that would
# correspond to the ./configure --prefix=$XUL_DIR
#
# Created by Robert Osfield. 

FIND_PATH(XUL_INCLUDE_DIR nsEmbedAPI.h
$ENV{OSG_DIR}/include/xulrunner
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}/xulrunner
$ENV{OSG_DIR}
$ENV{OSGDIR}/include/xulrunner
$ENV{OSGDIR}/include
$ENV{OSGDIR}/xulrunner
$ENV{OSGDIR}
$ENV{OSG_ROOT}/include/xulrunner
$ENV{OSG_ROOT}/include
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/xulrunner
/usr/local/include
/usr/include/xulrunner
/usr/include
/sw/include/xulrunner # Fink
/sw/include # Fink
/opt/local/include/xulrunner # DarwinPorts
/opt/local/include # DarwinPorts
/opt/csw/include/xulrunner # Blastwave
/opt/csw/include # Blastwave
/opt/include/xulrunner
/opt/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include/xulrunner
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include/xulrunner
/usr/freeware/include
)

FIND_PATH(NSPR_INCLUDE_DIR prtypes.h
$ENV{OSG_DIR}/include/nspr
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}/nspr
$ENV{OSG_DIR}
$ENV{OSGDIR}/include/nspr
$ENV{OSGDIR}/include
$ENV{OSGDIR}/nspr
$ENV{OSGDIR}
$ENV{OSG_ROOT}/include/nspr
$ENV{OSG_ROOT}/include
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/nspr
/usr/local/include
/usr/include/nspr
/usr/include
/sw/include/nspr # Fink
/sw/include # Fink
/opt/local/include/nspr # DarwinPorts
/opt/local/include # DarwinPorts
/opt/csw/include/nspr # Blastwave
/opt/csw/include # Blastwave
/opt/include/nspr
/opt/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include/nspr
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include/nspr
/usr/freeware/include
)

FIND_PATH(MOZJS_INCLUDE_DIR jsapi.h
$ENV{OSG_DIR}/include/mozjs
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}/mozjs
$ENV{OSG_DIR}
$ENV{OSGDIR}/include/mozjs
$ENV{OSGDIR}/include
$ENV{OSGDIR}/mozjs
$ENV{OSGDIR}
$ENV{OSG_ROOT}/include/mozjs
$ENV{OSG_ROOT}/include
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/mozjs
/usr/local/include
/usr/include/mozjs
/usr/include
/sw/include/mozjs # Fink
/sw/include # Fink
/opt/local/include/mozjs # DarwinPorts
/opt/local/include # DarwinPorts
/opt/csw/include/mozjs # Blastwave
/opt/csw/include # Blastwave
/opt/include/mozjs
/opt/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include/mozjs
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include/mozjs
/usr/freeware/include
)

FIND_PATH(XUL_DIR 
NAMES components/appshell.xpt
PATHS
$ENV{OSG_DIR}/lib
$ENV{OSG_DIR}
$ENV{OSGDIR}/lib
$ENV{OSGDIR}
$ENV{OSG_ROOT}/lib
~/Library/Frameworks

[osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-04 Thread Jeremy Moles
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
   callbacks for the actual rendering of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
   of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not smudged along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. :) The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. :)
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).

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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jean-Sébastien Guay

Hi Cory,

I built everything with Visual Studio 2005 on XP with no build problems. 
One minor glitch that may be my fault- when I ran the built the INSTALL 
target, it copied the executables to C:\Program Files\OpenSceneGraph 
rather than C:\Program Files\OpenSceneGraph-2.8 (I specified this in CMake).


Are you sure you changed CMAKE_INSTALL_PREFIX to C:\Program 
Files\OpenSceneGraph-2.8 ? If you checked out the 2.8 branch to a new 
empty directory, the cache would have been empty so you would have had 
to change it again.


I always use a different CMAKE_INSTALL_PREFIX than the default, and it 
works well for me, which is why I suggest you re-check the setting... If 
it's really set to what you say, then there might be some other problem.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-04 Thread Cedric Pinson

Just awesome 

Jeremy Moles wrote:

Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
   callbacks for the actual rendering of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
   of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not smudged along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. :) The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. :)
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).

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


--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net 
http://www.plopbyte.net


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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jeremy Moles
On Wed, 2009-02-04 at 14:40 +, Robert Osfield wrote:
 Hi All,
 
 We're finally one the home straight now - OpenSceneGraph-2.8 branch
 has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
 off this.
 
 News page:
 http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8
 
 Download page:
 http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
 OpenSceneGraph-2.8.0-rc1 source code:
 
 source package:
 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.8.0-rc1.zip
 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc1
 OpenSceneGraph
 
 OpenSceneGraph-2.8 branch:
 
 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
 OpenSceneGraph
 
 
 Updates (since 2.6.1) include: ¶
 
 * New osgVolume library for volume rendering, with support for:
   o High quality GPU based Ray tracing
   o Transfer functions
   o Per pixel lighting
   o Iso surface rendering
   o Maximum Intensity rendering
   o non power of two 3d texture and 3d texture compression
   o DICOM loader for reading dicom medical data
 * New osgAnimation library for character and scene animation.
 * New plugin for reading Biovision hierarchical files (.BVH) to
 generate character motion animations.
 * New osgShadow support for Light Space Perspective Shadow Maps.
 * Three new scene graph widgets for placing traditional 2D
 capability into fully interactive 3D scenes:
   o PDF widget support (based on libPoppler)
   o VNC client widget support (based on libVNCServer)
   o Internet browser client widget support (based on Gecko/UBrowser)
 * New plugins for loading Half-Life 2 maps and models.
 * New plugin for loaded exr, high dynamic range imagery
 * Improvements to DatabasePager tailored for low latency paging.
 * Improved runtime stats collection and on screen reporting.
 * Performance improvements through optimization of matrix operations.
 * Support for the OpenGL draw instanced extension.
 * Improvements to COLLADA support.
 * Build reporting using CDash
 * New packing support using CPack
 * A wide range of build and bug fixes
 
 Many many thanks to all those who've put in time on testing out 2.7.9
 and svn/trunk, I sense that this 2.8.0-rc1 is the more ready for
 release snapshot we've ever done ;-)
 
 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.
 
 For uploading of packages I have requested ftp access to the server
 for uploading, I let you know of the details if we can get this set
 up.

The warning is gone! :) Wee! (The one from
ViewerEventHandlers::InteractiveImageHandler)

Happy day...

 Have fun!
 Robert.
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
Yeah, I started wondering if I built the wrong source tree. I started the
whole process over again and should know pretty soon. Even on a 4-core
machine, it takes a while to build everything (but at least the build
process can mostly run in parallel).

Cory

On Wed, Feb 4, 2009 at 2:21 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi again Cory,

  I always use a different CMAKE_INSTALL_PREFIX than the default, and it
 works well for me, which is why I suggest you re-check the setting... If
 it's really set to what you say, then there might be some other problem.


 Just out of curiosity I checked myself and here's what I got:

 1-- Build started: Project: INSTALL, Configuration: Debug Win32 --
 1
 1Performing Post-Build Event...
 1-- Install configuration: Debug
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openscenegraph.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openthreads.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/OpenThreadsd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/ot11-OpenThreadsd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/OpenThreads/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osg/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgDBd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgDBd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgUtild.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgUtild.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgGAd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgGAd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTextd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTextd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgViewerd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgViewerd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/GraphicsWindowWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/PixelBufferWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgAnimationd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgAnimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgFXd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgFXd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgManipulatord.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgManipulatord.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgParticled.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgParticled.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgShadowd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgShadowd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgSimd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgSimd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTerraind.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTerraind.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgWidgetd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgWidgetd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgVolumed.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgVolumed.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osgPlugins-2.8.0/osgdb_osganimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osgPlugins-2.8.0/osgdb_osgfxd.dll
 1-- Installing:
 

Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jean-Sébastien Guay

Hi Cory,

Yeah, I started wondering if I built the wrong source tree. I started 
the whole process over again and should know pretty soon.


You could have just re-run the CMake GUI to see the value 
CMAKE_INSTALL_PREFIX was set to...


Even on a 
4-core machine, it takes a while to build everything (but at least the 
build process can mostly run in parallel).


Yes, it's about 20 minutes on my Quad-core Windows machine (if you don't 
enable wrappers...). On Linux it's quicker (much quicker for those lucky 
owners of Core i7 machines, eh Robert?).


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
Sorry for the false alarm. I rebuilt everything and and it seems to be
working.

Cory

On Wed, Feb 4, 2009 at 2:45 PM, Cory Riddell c...@codeware.com wrote:

 Yeah, I started wondering if I built the wrong source tree. I started the
 whole process over again and should know pretty soon. Even on a 4-core
 machine, it takes a while to build everything (but at least the build
 process can mostly run in parallel).

 Cory


 On Wed, Feb 4, 2009 at 2:21 PM, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 Hi again Cory,

  I always use a different CMAKE_INSTALL_PREFIX than the default, and it
 works well for me, which is why I suggest you re-check the setting... If
 it's really set to what you say, then there might be some other problem.


 Just out of curiosity I checked myself and here's what I got:

 1-- Build started: Project: INSTALL, Configuration: Debug Win32
 --
 1
 1Performing Post-Build Event...
 1-- Install configuration: Debug
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openscenegraph.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openthreads.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/OpenThreadsd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/ot11-OpenThreadsd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/OpenThreads/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osg/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgDBd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgDBd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgUtild.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgUtild.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgGAd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgGAd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTextd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTextd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgViewerd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgViewerd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/GraphicsWindowWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/PixelBufferWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgAnimationd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgAnimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgFXd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgFXd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgManipulatord.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgManipulatord.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgParticled.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgParticled.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgShadowd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgShadowd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgSimd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgSimd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTerraind.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTerraind.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgWidgetd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgWidgetd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgVolumed.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgVolumed.dll
 1-- Installing:
 

Re: [osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-04 Thread Tomlinson, Gordon
Looks cool. 


Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jeremy
Moles
Sent: Wednesday, February 04, 2009 3:15 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgPango (Stop Worrying  Love The Bomb)

Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.

Basically, I'm writing osgPango to achieve the following (in order):

1. TOP quality 2D fonts in OSG on all supported platforms.
2. A sophisticated layout/markup system for complicated text.
3. An extensible rendering backend that lets users create
   callbacks for the actual rendering of the font character.
4. Speed, speed, and more speed.
5. Clean and intuitive API that exposes all elements of a body
   of text (the position of each character, etc.)

Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
started with some obligatory screenshots:

http://cubicool.plopbyte.net/osgPango-normal.png

Here is some undecorated text (no shadows or outlines) showing one of
Robert's posts from earlier this week. Notice how the text is justified
to a certain width, and that it is no problem for osgPango to change
font style or color midway through a sentence or word! Also notice the
font quality, where no character is missing a pixel on any side and
straight vertical lines are sharp and not smudged along two pixels.

http://cubicool.plopbyte.net/osgPango-shadow.png

Same as the above screenshot, except that the paragraph width is
shortened and there are now +1, +1 drop shadows (their offset is
configurable).

http://cubicool.plopbyte.net/osgPango-outline.png

Here we change our alignment to RIGHT and add 1px black outlines to the
fonts.

I'd like to get other people who need high-quality 2D fonts to start
keeping an eye on osgPango so I can start seeing how folks want to use
and extend it's feature set (where possible). I've tested it personally
on Linux and Vista 64, but I'd need someone else to try it on Mac.

(As an aside, it should use the ATSUI backend on Mac, giving some pretty
nice font quality! It uses FreeType on Linux and ClearType on Windows;
to get it compile on Windows I simply used the binaries from the GTK
project)

The main osgPango website is here:

http://osgpango.googlecode.com

It won't be long before I consider it done (for me) and move back to
osgWidget and start helping more with osgAnimation, so let me know soon
if you're interested and need it to do something it doesn't. :)

With time I hope to be able to get osgPango in the core and replace
osgText, but we'll have to see. :) The advanced layout powers and
pluggable rendering backends are two things it would be VERY hard to add
to osgText.

As far as speed is concerned, osgPango is currently just as fast as
osgText for most normal usage, though obviously every time you change
font families or color or size you introduce a state change. :)
Placeholder code is also in place for someone to add a GLSL shader to do
the multitexturing instead of the complicated osg::TexEnvCombine()
object I currently use, and I'm sure we'd see some significant speed
increases there as well (when effects are used or desired).

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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jean-Sébastien Guay

Hi Sukender,


Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 express, 
all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.


I guess most are in the wrappers? I don't build the wrappers at all... 
You'll need to go through and try to fix the warnings and then submit 
the fixes to Robert, though the wrappers are less used so I guess it's 
less critical if there are warnings there?


J-S
--
__
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Jean-Sébastien Guay

Hi Sukender,

Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 
express, all inclusive, CMake cache cleared, full release rebuild.

See the dashboard for details. Unfortunately, it has 50 warnings.


I guess most are in the wrappers? I don't build the wrappers at all... 
You'll need to go through and try to fix the warnings and then submit 
the fixes to Robert, though the wrappers are less used so I guess it's 
less critical if there are warnings there?


I just checked the CDash page for your build. The first three should be 
fixed as soon as Robert can commit the changes I sent earlier (as soon 
as the server allows him to :-) ). The rest seem to be all in the wrappers.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread christophe loustaunau
Hi,

build with no warnings on OpenSuse 11.1, gcc 4.3.2 and cmake 2.6.2
I have tested some examples and everything works fine.

Regards.
-- 
Christophe Loustaunau.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Paul Melis
Robert Osfield wrote:
 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.
   
DCMTK, installed locally, was also not found completely by CMake,
specifically some of the include paths where missing. I slightly changed
the relevant module to reuse the DCMTK_ROOT_INCLUDE_DIR variable, which
is the first one searched for.

I also get the following warning:

/home/melis/c/osg/svn/branches-2.8/src/osgPlugins/dicom/ReaderWriterDICOM.cpp:
In member function 'virtual osgDB::ReaderWriter::ReadResult
ReaderWriterDICOM::readImage(const std::string, const
osgDB::ReaderWriter::Options*) const':
/home/melis/c/osg/svn/branches-2.8/src/osgPlugins/dicom/ReaderWriterDICOM.cpp:421:
warning: 'pixelRep' may be used uninitialized in this function

But I'm having a hard time figuring out if it is valid or not.

Paul
# - find DCMTK libraries
#

#  DCMTK_INCLUDE_DIRS  - Directories to include to use DCMTK
#  DCMTK_LIBRARIES - Files to link against to use DCMTK
#  DCMTK_FOUND - If false, don't try to use DCMTK
#  DCMTK_DIR   - (optional) Source directory for DCMTK
#
# DCMTK_DIR can be used to make it simpler to find the various include
# directories and compiled libraries if you've just compiled it in the
# source tree. Just set it to the root of the tree where you extracted
# the source.
#
# Written for VXL by Amitha Perera.
# Modified by Robert Osfied to enable support for install placements of DCMTK 
3.5.4 versions onwards

FIND_PATH( DCMTK_ROOT_INCLUDE_DIR dcmtk/config/osconfig.h
${DCMTK_DIR}/config/include 
${DCMTK_DIR}/include
/usr/local/include/
/usr/include/
/usr/local/dicom/include/
)

FIND_PATH( DCMTK_config_INCLUDE_DIR osconfig.h
${DCMTK_DIR}/config/include 
${DCMTK_DIR}/include
/usr/local/include/dcmtk/config
/usr/include/dcmtk/config
/usr/local/dicom/include/dcmtk/config
)

FIND_PATH( DCMTK_ofstd_INCLUDE_DIR ofstdinc.h
${DCMTK_DIR}/ofstd/include 
${DCMTK_DIR}/include/ofstd
/usr/local/include/dcmtk/ofstd
/usr/include/dcmtk/ofstd
/usr/local/dicom/include/dcmtk/ofstd
)

FIND_LIBRARY( DCMTK_ofstd_LIBRARY ofstd
${DCMTK_DIR}/ofstd/libsrc
${DCMTK_DIR}/ofstd/libsrc/Release
${DCMTK_DIR}/ofstd/libsrc/Debug
${DCMTK_DIR}/ofstd/Release
${DCMTK_DIR}/ofstd/Debug
${DCMTK_DIR}/lib
/usr/local/lib64
/usr/lib64
/usr/local/lib
/usr/lib
/usr/local/dicom/lib
)


FIND_PATH( DCMTK_dcmdata_INCLUDE_DIR dctypes.h
${DCMTK_DIR}/dcmdata/include
${DCMTK_DIR}/include/dcmdata
/usr/local/include/dcmtk/dcmdata
/usr/include/dcmtk/dcmdata
/usr/local/dicom/include/dcmtk/dcmdata
)

FIND_LIBRARY( DCMTK_dcmdata_LIBRARY dcmdata
${DCMTK_DIR}/dcmdata/libsrc
${DCMTK_DIR}/dcmdata/libsrc/Release
${DCMTK_DIR}/dcmdata/libsrc/Debug
${DCMTK_DIR}/dcmdata/Release
${DCMTK_DIR}/dcmdata/Debug
${DCMTK_DIR}/lib
/usr/local/lib64
/usr/lib64
/usr/local/lib
/usr/lib
/usr/local/dicom/lib
)


FIND_PATH( DCMTK_dcmimgle_INCLUDE_DIR dcmimage.h
${DCMTK_DIR}/dcmimgle/include
${DCMTK_DIR}/include/dcmimgle
/usr/local/include/dcmtk/dcmimgle
/usr/include/dcmtk/dcmimgle
/usr/local/dicom/include/dcmtk/dcmimgle
)

FIND_LIBRARY( DCMTK_dcmimgle_LIBRARY dcmimgle
${DCMTK_DIR}/dcmimgle/libsrc
${DCMTK_DIR}/dcmimgle/libsrc/Release
${DCMTK_DIR}/dcmimgle/libsrc/Debug
${DCMTK_DIR}/dcmimgle/Release
${DCMTK_DIR}/dcmimgle/Debug
${DCMTK_DIR}/lib
/usr/local/lib64
/usr/lib64
/usr/local/lib
/usr/lib
/usr/local/dicom/lib
)

FIND_LIBRARY(DCMTK_imagedb_LIBRARY imagedb 
${DCMTK_DIR}/imagectn/libsrc/Release
${DCMTK_DIR}/imagectn/libsrc/
${DCMTK_DIR}/imagectn/libsrc/Debug
/usr/local/lib64
/usr/lib64
/usr/local/lib
/usr/lib
/usr/local/dicom/lib
)

FIND_LIBRARY(DCMTK_dcmnet_LIBRARY dcmnet 
${DCMTK_DIR}/dcmnet/libsrc/Release
${DCMTK_DIR}/dcmnet/libsrc/Debug
${DCMTK_DIR}/dcmnet/libsrc/
/usr/local/lib64
/usr/lib64
/usr/local/lib
/usr/lib
/usr/local/dicom/lib
)


IF( DCMTK_config_INCLUDE_DIR 
AND DCMTK_ofstd_INCLUDE_DIR 
AND DCMTK_ofstd_LIBRARY
AND DCMTK_dcmdata_INCLUDE_DIR
AND DCMTK_dcmdata_LIBRARY
AND DCMTK_dcmimgle_INCLUDE_DIR
AND DCMTK_dcmimgle_LIBRARY )

  SET( DCMTK_FOUND YES )
  SET( DCMTK_INCLUDE_DIRS
${DCMTK_config_INCLUDE_DIR}
${DCMTK_ofstd_INCLUDE_DIR}
${DCMTK_dcmdata_INCLUDE_DIR}
${DCMTK_dcmimgle_INCLUDE_DIR}
  )

  SET( DCMTK_LIBRARIES
${DCMTK_dcmimgle_LIBRARY}
${DCMTK_dcmdata_LIBRARY}
${DCMTK_ofstd_LIBRARY}
${DCMTK_config_LIBRARY}
  )

  IF(DCMTK_imagedb_LIBRARY)
   SET( 

Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Sukender
Hi JS,

Yes, they're mostly in the wrappers. As I told before, I'm a bit in a hurry, so 
I won't be able fix them now.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 04 Feb 2009 21:57:54 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Sukender,

 Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1
 express, all inclusive, CMake cache cleared, full release rebuild.
 See the dashboard for details. Unfortunately, it has 50 warnings.

 I guess most are in the wrappers? I don't build the wrappers at all...
 You'll need to go through and try to fix the warnings and then submit
 the fixes to Robert, though the wrappers are less used so I guess it's
 less critical if there are warnings there?

 I just checked the CDash page for your build. The first three should be
 fixed as soon as Robert can commit the changes I sent earlier (as soon
 as the server allows him to :-) ). The rest seem to be all in the wrappers.

 J-S

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Re: [osg-users] Works with 2.8 campaign :-)

2009-02-04 Thread Sukender
Le Wed, 04 Feb 2009 18:36:36 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Robert,

 Does this sound like a good idea?

 Definitely! :-)

 (when did you turn into a marketing mogul?)

 J-S


+1 :)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-04 Thread Sukender
Well, I only need basic text features for now, but that really sounds 
interesting. Maybe in the future?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 04 Feb 2009 21:15:16 +0100, Jeremy Moles jer...@emperorlinux.com a 
écrit:

 Hello all. Before I start hacking on osgWidget again full force (in
 preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
 wares here and generating interest in a different (BUT RELATED) project
 of mine called osgPango.

 Basically, I'm writing osgPango to achieve the following (in order):

   1. TOP quality 2D fonts in OSG on all supported platforms.
   2. A sophisticated layout/markup system for complicated text.
   3. An extensible rendering backend that lets users create
  callbacks for the actual rendering of the font character.
   4. Speed, speed, and more speed.
   5. Clean and intuitive API that exposes all elements of a body
  of text (the position of each character, etc.)

 Goals 1, 2, and 3 are accomplished; 4 and 5 are debatable. Lets get
 started with some obligatory screenshots:

   http://cubicool.plopbyte.net/osgPango-normal.png

 Here is some undecorated text (no shadows or outlines) showing one of
 Robert's posts from earlier this week. Notice how the text is justified
 to a certain width, and that it is no problem for osgPango to change
 font style or color midway through a sentence or word! Also notice the
 font quality, where no character is missing a pixel on any side and
 straight vertical lines are sharp and not smudged along two pixels.

   http://cubicool.plopbyte.net/osgPango-shadow.png

 Same as the above screenshot, except that the paragraph width is
 shortened and there are now +1, +1 drop shadows (their offset is
 configurable).

   http://cubicool.plopbyte.net/osgPango-outline.png

 Here we change our alignment to RIGHT and add 1px black outlines to the
 fonts.

 I'd like to get other people who need high-quality 2D fonts to start
 keeping an eye on osgPango so I can start seeing how folks want to use
 and extend it's feature set (where possible). I've tested it personally
 on Linux and Vista 64, but I'd need someone else to try it on Mac.

 (As an aside, it should use the ATSUI backend on Mac, giving some pretty
 nice font quality! It uses FreeType on Linux and ClearType on Windows;
 to get it compile on Windows I simply used the binaries from the GTK
 project)

 The main osgPango website is here:

   http://osgpango.googlecode.com

 It won't be long before I consider it done (for me) and move back to
 osgWidget and start helping more with osgAnimation, so let me know soon
 if you're interested and need it to do something it doesn't. :)

 With time I hope to be able to get osgPango in the core and replace
 osgText, but we'll have to see. :) The advanced layout powers and
 pluggable rendering backends are two things it would be VERY hard to add
 to osgText.

 As far as speed is concerned, osgPango is currently just as fast as
 osgText for most normal usage, though obviously every time you change
 font families or color or size you introduce a state change. :)
 Placeholder code is also in place for someone to add a GLSL shader to do
 the multitexturing instead of the complicated osg::TexEnvCombine()
 object I currently use, and I'm sure we'd see some significant speed
 increases there as well (when effects are used or desired).

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Re: [osg-users] When is right time to update text on the screen

2009-02-04 Thread Pecoraro, Alexander N
Ok I figured out by looking closer at the stats handler that a better
way to do it is to implement a draw callback for the text object that
uses a mutex to prevent multiple threads from accessing the text string
simultaneously.

 

Alex



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 5:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] When is right time to update text on the screen

 

I seem to have fixed the problem by setting the data variance on my
osgText object to DYNAMIC. I'm wondering if this is the proper way to
handle this situation though - because when I look at the StatsHandler
for an example it appears to be modifying it's osgText nodes, but it
does not set the data variance to DYNAMIC. Why does it work for the
StatsHandler, but not for my code? Is it because the StatsHandler
modifies its text during the event traversal and I modify my text during
the update traversal? Should I be modifying it during event traversal
only?

 

Thanks.

 

Alex

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 4:26 PM
To: OpenSceneGraph Users
Subject: [osg-users] When is right time to update text on the screen

 

Is there a proper time to make changes to an osgText object's text? I
seem to be having a problem where if I update some text in an update
callback function it causes a segfault when I'm running the viewer in
multi-threaded mode, but not in single threaded mode. I'm guessing
because the text object is modified while is it being used by the render
thread. Is there something wrong with how I am doing it?

 

Thanks.

 

Alex

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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay

Hi Gordon,

(sorry, sent before I had finished typing...)

No Lighting = No Material 


Hmmm, and any way to make it so that lighting has no effect (even though 
it's on) for a given object? I thought about putting a 1x1 texture with 
in GL_DECAL mode, but then I would need a texture for each color I want 
in my models (since it would even override the material color) right?


What I'm getting at is I'm very flexible as to how I get the color onto 
my model, as long as it isn't through the vertex colors since that 
overrides the scribe/outline effect's color.



You probably could do this with in a shader but you would have to replicate the 
full fixed pipeline calculation of lighting,materials, textures , fogs etc ( 
which you have to do anyway  )


I already have shaders for most of the fixed pipeline (what I need) but 
these can be disabled by the user, and whatever I'm trying to display 
would need to look the same both with shaders on and off... So I need a 
solution that works for the fixed pipeline too.


I'll try to think about another way...

J-S
--
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[osg-users] 3.0 or 2.10?

2009-02-04 Thread Paul Martz
Hi all -- I've seen a couple of posts now implying that the next stable
release after 2.8 will be called 3.0. I wanted to open a discussion on
this so that we can get some clarification.
 
Unless the next stable release will break lots of backwards compatibility,
I'd opt for calling it 2.10, then 2.12, etc. No need to change the major
revision number unless we break backwards compatibility, and although there
has been some discussion of that, nothing definite yet at this point as far
as I know.
 
Robert, comments?
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Cedric Pinson

I am agree with this notation.

Paul Martz wrote:
Hi all -- I've seen a couple of posts now implying that the next 
stable release after 2.8 will be called 3.0. I wanted to open a 
discussion on this so that we can get some clarification.
 
Unless the next stable release will break lots of backwards 
compatibility, I'd opt for calling it 2.10, then 2.12, etc. No 
need to change the major revision number unless we break backwards 
compatibility, and although there has been some discussion of that, 
nothing definite yet at this point as far as I know.
 
Robert, comments?
 
Paul Martz

*Skew Matrix Software LLC*
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
 



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http://www.plopbyte.net


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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Thrall, Bryan
Jean-Sébastien Guay wrote on Wednesday, February 04, 2009 4:43 PM:
 What I'm getting at is I'm very flexible as to how I get the color onto
 my model, as long as it isn't through the vertex colors since that
 overrides the scribe/outline effect's color.

Couldn't you just disable color arrays when you want the scribe/outline effect 
(see osg::State::disableColorPointer(); would require a DrawCallback, though)?

-- 
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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Sukender
Hi Paul,

This needs to be confirmed, but I think Robert's mind is to go to 3.0 to allow 
the whole community to introduce things that break backwards compatibility, 
as you say. You even posted a thing on the thread Ideas for OSG v3.0, where 
Art Tevs told about reorganizing nodekits/plugins ( 
http://osgforum.tevs.eu/viewtopic.php?p=5006#5006 ).
Of course if nothing special breaks the compatibility, or if there is not a 
huge pile of new features, I think going to 2.10 should be okay.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 00:11:04 +0100, Paul Martz pma...@skew-matrix.com a écrit:

 Hi all -- I've seen a couple of posts now implying that the next stable
 release after 2.8 will be called 3.0. I wanted to open a discussion on
 this so that we can get some clarification.
 
 Unless the next stable release will break lots of backwards compatibility,
 I'd opt for calling it 2.10, then 2.12, etc. No need to change the major
 revision number unless we break backwards compatibility, and although there
 has been some discussion of that, nothing definite yet at this point as far
 as I know.
 
 Robert, comments?
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com http://www.skew-matrix.com/
 +1 303 859 9466

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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Art Tevs
HI,

I agree on that the next version will still be 2.x. Only if we really go for a 
completly different API (with almost no backward compatibility), then we should 
go to 3.x

The previous thread just collected some ideas about how to manage future 
releases of osg 3.x The idea was to go away from current nodekit thing and to 
separate the real main core part. Then with the help of something like 
NodeKitSuite one could add additional node kits. The main core would only have 
the real main core of a scene graph. All other suites will just provide 
functionality like ViewerSuite (whcih will include osgViewer), then 
InteractionSuite (here one could include osgWidget, osgGA, ...), then 
EffectSuite (here osgParticle, ...) and so on.

Cheers,
art

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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Roger James




Jean-Sbastien Guay wrote:
Hi
Gordon,
  
  
(sorry, sent before I had finished typing...)
  
  
  No Lighting = No Material 

Hi J-S,

Here is a probably worthless suggestion written without a proper review
of the thread. I you want a material that looks the same as the unlit
colour just set the materials emissive colour to the same as the vertex
colour and set all the other material colours to black.

Roger


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[osg-users] exporting from OSG to OpenFlight

2009-02-04 Thread Michael Kelley
Is there a way to export Object nodes instead of Mesh nodes when converting
from OpenSceneGraph to OpenFlight?

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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task? 

Just a thought...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, February 04, 2009 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] About OpenGL materials

Hi Gordon,

(sorry, sent before I had finished typing...)

 No Lighting = No Material 

Hmmm, and any way to make it so that lighting has no effect (even though 
it's on) for a given object? I thought about putting a 1x1 texture with 
in GL_DECAL mode, but then I would need a texture for each color I want 
in my models (since it would even override the material color) right?

What I'm getting at is I'm very flexible as to how I get the color onto 
my model, as long as it isn't through the vertex colors since that 
overrides the scribe/outline effect's color.

 You probably could do this with in a shader but you would have to
replicate the full fixed pipeline calculation of lighting,materials,
textures , fogs etc ( which you have to do anyway  )

I already have shaders for most of the fixed pipeline (what I need) but 
these can be disabled by the user, and whatever I'm trying to display 
would need to look the same both with shaders on and off... So I need a 
solution that works for the fixed pipeline too.

I'll try to think about another way...

J-S
-- 
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Re: [osg-users] exporting from OSG to OpenFlight

2009-02-04 Thread Paul Martz
Can you be more specific about what you are trying to do?
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Kelley
Sent: Wednesday, February 04, 2009 5:17 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] exporting from OSG to OpenFlight



Is there a way to export Object nodes instead of Mesh nodes when converting
from OpenSceneGraph to OpenFlight?

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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay

Hi Bryan,


Couldn't you just disable color arrays when you want the scribe/outline effect 
(see osg::State::disableColorPointer(); would require a DrawCallback, though)?


Interesting, I didn't know you could do that, I'll look into it.

Thanks for the suggestion,

J-S
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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay

Hi Roger,

Here is a probably worthless suggestion written without a proper review 
of the thread. I you want a material that looks the same as the unlit 
colour just set the materials emissive colour to the same as the vertex 
colour and set all the other material colours to black.


Well, reviewing the osgFX::Scribe code, this is exactly what it does. 
The problem was that our own Outline effect (based on Scribe, but only 
renders the outside edges of the object) disabled lighting in the 
outline pass. Thus, it was using the raw vertex color of the object for 
its outline color, which is why I didn't want to use vertex colors.


Re-enabling lighting for the outline pass made it use the emissive 
material color, and made it so that I could disable lighting on my model 
and use vertex colors for its own colors without affecting the color of 
the outline.


So, I would say problem solved. Thanks also to Paul Melis who pointed me 
to the osgscribe example, in which I saw the same thing was being done 
and led me to check the lighting setting on my outline pass...


J-S
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Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay

Hi Shayne,


This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task? 


I think glColorMaterial is the opposite, i.e. it will place whatever 
glColor is set as (i.e. vertex colors for example) into the current 
material. What I (thought I) wanted was to set the material color into 
the vertex colors.


Anyways, the problem was solved in another (more direct) way, see my 
previous post.


J-S
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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Jean-Sébastien Guay

Hi Paul,

Hi all -- I've seen a couple of posts now implying that the next stable 
release after 2.8 will be called 3.0. I wanted to open a discussion on 
this so that we can get some clarification.


I don't think this is the case. Robert has only referred to 3.0 when 
talking about introducing an OpenGL 3.0-only pipeline, i.e. not relying 
on the fixed pipeline at all. This will probably not happen in the next 
stable release after 2.8, thus there will surely be a 2.10, 2.12, etc. 
before we see 3.0.


At least that's how I understood it. The fact that Robert and Art have 
started discussions on the road to OSG 3.0 does not automatically 
imply that 3.0 will be the next stable version of OSG.


J-S
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Re: [osg-users] Render to Texture and per vertex colors

2009-02-04 Thread Art Tevs
Hi, Joseba

ok, there is now a new example called glow in the osgPPU svn. I have 
implemented the first version of the glow. Hence just created a slave camera 
and render only the thing, which I want to glow by the second camera. Then 
apply gaussian blur on the output of the second camera and combine it with the 
main camera. Then write results to the frame buffer.

Take a look. I choosed the version with the slave camera, because then you 
doesn't need to change any object shaders. You just render the object as it is 
, with its complete subgraph by the slave camera and blur the result.

The example isn't perfect. One should also apply some kind of stencil masking, 
to render only the silhuette of the glowed object (if you need so). Also a 
depth buffer check has to be made, because the slave camera doesn't have the 
depth information form the main camera. If I would find some time, I  will also 
implement this. However just to understand how a glow effect  works with 
osgPPU, this example should be enough ;)


Best regards,
art



Shaitan wrote:
 Hi Art,
 It would be great to see this demo!!!
 Another good idea is to use another camera for the 'glow objects', this match 
 perfectly with my pipeline, with minor changes on the shaders. 
 Although i propossed to use OsgPPU on the app we are doing, at this time we 
 use another postprocessing effects, so at this moment we need a quite big 
 change on it to use osgPPU (im sure that when osgPPU gets inside osg core, we 
 will use it).
 Ill try to send you the small app using osgPPU that crahses.
 
 Thanx
 
 J.


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[osg-users] LWO loading problem

2009-02-04 Thread Csaba Halász
Hi everybody.

I have gotten a report that the LWO loader doesn't seem to work.
Investigating, I grabbed the sample LWO file posted by Marco Jez back
in november last year (attached for convenience).
Loading into osgviewer, I get an empty view. Trying osgconv, I get an
osg file full of zeroes and nans (also attached).
With SIGFPE enabled, gdb shows:

Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 0x7f9b6be43730 (LWP 10599)]
0x7f9b6756e456 in lwosg::Block::setup_texture_point
(this=0xaee3c8, p...@0x7fff73fdcca0) at
OpenSceneGraph/src/osgPlugins/lwo/Block.cpp:141
141 Q.x() *= 1/imap_.mapping.size_.x();
Current language:  auto; currently c++
(gdb) p imap_.mapping
$1 = {center_ = {_v = {0, 0, 0}}, size_ = {_v = {0, 0, 0}}, rotation_
= {_v = {0, 0, 0}},
  csys_ = lwosg::Texture_mapping::OBJECT}

That's clearly the source of the nans but maybe not the root of the problem.
I haven't tried to find the exact svn rev this got broken yet, maybe
somebody has a quick solution right away.

-- 
Thanks,
Csaba


multitextured_cube.lwo
Description: Binary data


multitextured_cube.osg
Description: Binary data
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