Re: [osg-users] OSG Quick Start Guide: picking example - memory leak?

2009-02-13 Thread Peter Hrenka

Hi Cristian,

Christian schrieb:

hi, i'm new to OSG so i started with reading the Quick-Start-Guide.

In the last example of the book (Picking) heap memory is allocated in a memberfunction 
which is being called in case of a certain mouseevent. A normal pointer (picker)  and not 
a smartpointer is used to reference it - wouldn't this yield to a memory leak, because, 
at least, in application code i can't see any delete picker statement?


This code has no memory leak because the IntersectionVisitor
stores the picker as a ref_ptr internally (in a std::list of ref_ptr).
As the IntersectionVisitor itself is allocated on the stack it will be 
deleted on exiting its scope and the PolytopeIntersector's refcount will 
reach 0 and it will be deleted.


This is common idiom in OpenSceneGraph. When you know that you
will pass a newly created object to another object that will keep a 
ref_ptr on it, you can allocate it as a plain pointer. This will
save 2 ref-count operations and saves a bit typing work. But when in 
doubt (and when it is not performace-critical) it is better to use

ref_ptr.



Code:

// Perform a pick operation.
bool pick( const double x, const double y,
osgViewer::Viewer* viewer )
{
if (!viewer-getSceneData())
// Nothing to pick.
return false;

double w( .05 ), h( .05 );
osgUtil::PolytopeIntersector* picker =
new osgUtil::PolytopeIntersector(
osgUtil::Intersector::PROJECTION,
x-w, y-h, x+w, y+h );

osgUtil::IntersectionVisitor iv( picker );
viewer-getCamera()-accept( iv );
...




Another question i have is:

Why is it even necessary to create the PolytopeIntersector at heap and not 
simply at the stack of the pick memberfunction, like done with the 
IntersectionVisitor? As far as i understand this example, none object inside 
the memberfunction has to store any value/state/node/etc. till a possibly next 
call, all work is done within the call and the return value is only TRUE/FALSE; 
so the memory cleanup could be done implicit with leaving the scope of the 
memberfunction.

Thanks in advance,
christian


Cheers

Peter
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Re: [osg-users] OpenSceneGraph-2.8.0 release - adds character

2009-02-13 Thread Robert Osfield
Hi Paul,

On Thu, Feb 12, 2009 at 9:12 PM, Paul Martz pma...@skew-matrix.com wrote:
 When the Quick Start Guide was being drafted in late '06 (approaching OSG
 2.0), the consensus appeared to be that the Quick Start Guide should direct
 readers to download prepackaged binaries from the wiki. This makes sense,
 given that it's a quick start.

 Should I now change the book to read, download binaries for Windows, but
 build from source on other platforms? This doesn't seem like a quick
 start. Should the Quick Start Guide attempt to document how to build from
 source, or should I just direct readers to the wiki or a readme file? Build
 specifics seems to change fairly rapidly, so I'm reluctant to document it
 for a single snapshot in time.

With this release it looks like we are going to get more coverage on
pre-built binaries, across more platforms than we've provided before
so I'd say in general we could say that for the major/most widely used
platforms binaries are avaiable - so Windows, Linux and OSX, but for
lost widely used platforms point to the website to download the source
and build instructions.

 Assuming I direct readers to build from source and direct them to the wiki
 for instructions, this really simplifies the first chapter and will reduce
 the page count, making room for new material.

I think the only awkwardness in pointing to the wiki is that we can
refactor the wiki over time so an exact url might not be appropriate.
Perhaps one could do:  openscenegraph.org - Downloads -
Instructions, or on the server we could just man
openscenegrpah.org/downloads to the appropriate page etc.

Robert.
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Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?

2009-02-13 Thread Robert Osfield
Hi Philip,

I wonder if we could collaborate with the VTK guys on 3rd party
dependencies, help create CMake support for each additional project we
want to add in.

Robert.

On Fri, Feb 13, 2009 at 5:47 AM, Philip Lowman phi...@yhbt.com wrote:
 A recent thread[1] on the CMake mailing list got me thinking about OSG and
 the 3rd party dependency issue on Windows.  To solve this problem in VTK,
 the Kitware team basically compiles libjpeg, libtiff, libpng, libfreetype
 and more right alongside their source code.  They've already CMakeified all
 of this and the code is publicly available on their CVS[2] repository (see
 kwpng, kwjpeg, etc.)

 It would be very cool to start a folder within OSG's svn for building these
 different source packages (but outside the OpenSceneGraph project) that
 could be checked out alongside OpenSceneGraph.  CMake could then be
 configured to build and link against those libraries while on a Windows
 platform where the libraries aren't available.  Obviously this isn't
 something you would necessarily do for all dependencies but at least for the
 lightweight ones which are absolutely necessary to having a somewhat
 functional OSG (jpeg, png, and freetype come to mind).

 With most developers having multiple cores, I'm pretty sure you could build
 libraries like libtiff and libjpg relatively quickly.  A slower initial
 build time and need to redistribute a ZIP file alongside the OSG for WIN32
 users would be the only cons I can think of.

 Benefits would be
 * No need to maintain MSVC 7.1, 8.0, 9.0, MinGW or Cygwin builds of the
 libraries since they would build themselves
 * Static builds become easier

 Furthermore, for libraries that don't make sense to build as part of the
 OSG like the SDL, additional folders could be created to contain prebuilts
 much as is done right now.

 Linux and MacOSX users wouldn't be affected by any of this because they
 likely would never checkout this folder.

 [1] = http://www.cmake.org/pipermail/cmake/2009-February/026964.html
 [2] = http://www.cmake.org/pipermail/cmake/2009-February/027019.html

 --
 Philip Lowman

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Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Robert Osfield
Hi Umit,

The viewer.stopThreading() method will stop the threads and not return
until all threads have been stopped.

Robert.

On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Brad,

 Could you give more explanation please? How can you be sure the thread was
 stopped and in which method?

 Regards.

 2009/2/13 Brad Huber br...@procerusuav.com

 FYI,



 We spent some time debugging this and found the problem.



 I was making the unfortunate mistake of stopping the osg threads in a
 deconstructor which was called AFTER destroying the window.  Apparently OSG
 does not gracefully shut down threads and such if the window is pulled out
 from under it.



 The fix was to make sure that stopping threading and shutting down the
 viewer was all down BEFORE the window was made invalid.



 Hope this helps someone else.



 Thanks

 -Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
 Sent: Thursday, February 12, 2009 3:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem



 Hi Brad,

 I have same problem , but I can't resolve exactly. I only find kludge :)
 How can you delete your class which contains static render function? If
 you delete this class in destructor, it's normal getting error while closing
 your application. I have tried almost a day to resolve this undefined
 problem but couldn't.

 And My solution is; deleting class before parent destructor calling. I
 mean, you have renderClass and mainClass.
 renderClass is which contains all rendering operation and static render
 function.
 You create renderClass object from mainClass and before closing
 application you should delete renderClass out of mainClass destructor. And
 after that you should let the mainClass destructor to run. I hope it will
 give you smooth and error-free closing :)

 Regards.

 2009/2/12 Brad Huber br...@procerusuav.com

 Hello,



 I am currently struggling with a problem that is manifesting in our MFC
 based app when using MultiThreading model with osg viewer.



 First of all when setting up the viewer in my class I used:




 mViewer-setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticSelection);

 I also tried the default of not setting anything and the same problem
 happens.  If I set it to single threaded the problem disappears but
 obviously I don't want to run single threaded.



 Everything seems to run fine and then when I close the app my class
 destructor gets called.  The only code in the destructor is:

 mViewer-setDone(true);

 Sleep(1000);

 mViewer-stopThreading();

 Sleep(1000);



 Which is the same as what the example mfc code in the repository does.
 The sleeps were only added to see if there was a race condition problem.



 However when I trace in to stopThreading I see that it returns immediately
 on the first line:

 if (!_threadsRunning) return;



 As a result it doesn't kill any threads or anything else BUT there are
 threads still running and they show up in the debugger.



 Then as the app continues to close I get:





 Which takes me to:

 win32mutex.cpp line 111

 int Mutex::lock() {

 Win32MutexPrivateData *pd =

 static_castWin32MutexPrivateData*(_prvData);



 #ifdef USE_CRITICAL_SECTION



 // Block until we can take this lock.

 EnterCriticalSection( (pd-_cs) );  ß exception here!



 return 0;



 #else

 …



 This is OSG/Openthreads stuff!  I look up the call stack and see the
 osgViewer::Renderer.





 Does anyone have any insights about why this is going on?



 Thanks

 -Brad





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Re: [osg-users] Problems with registering an osgManipulator with viewer.addEventHandler() after calling viewer.run()

2009-02-13 Thread Robert Osfield
Hi Fabian,

You should be able to add event handlers after the viewer frame loop
has begun.  However, it will depend upon how you go about adding it
and when.  You need to be careful about not invalidating interators or
introducing threading poblems.

Robert.

On Fri, Feb 13, 2009 at 7:25 AM, Fabian Aichele faich...@primusnetz.de wrote:
 Hello!

 I have a problem finding a working way to add register an osgManipulator
 with the active viewer that contains the node to which I added the
 manipulator instance. Instantiating the osgManipulator to a node in the
 scene works (code modelled after the osgManipulator example), but as soon
 as I call viewer.addEventHandler() with an instance of my own class derived
 from osgGA::GuiEventHandler, the main application freezes and stops
 responding to user input.

 Is it possible to add a GUI event handler after starting a viewer with
 viewer.run() via a call to viewer.addEventHandler() at all? If yes, how do I
 do that correctly?

 Thank you!

 With best regards,
 Fabian Aichele
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Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?

2009-02-13 Thread Serge Lages
Hi,

I think it's a good idea, it will solve lots of problems with people using
precompiled libraries not matching their compiler version.

On Fri, Feb 13, 2009 at 9:51 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Philip,

 I wonder if we could collaborate with the VTK guys on 3rd party
 dependencies, help create CMake support for each additional project we
 want to add in.

 Robert.

 On Fri, Feb 13, 2009 at 5:47 AM, Philip Lowman phi...@yhbt.com wrote:
  A recent thread[1] on the CMake mailing list got me thinking about OSG
 and
  the 3rd party dependency issue on Windows.  To solve this problem in VTK,
  the Kitware team basically compiles libjpeg, libtiff, libpng, libfreetype
  and more right alongside their source code.  They've already CMakeified
 all
  of this and the code is publicly available on their CVS[2] repository
 (see
  kwpng, kwjpeg, etc.)
 
  It would be very cool to start a folder within OSG's svn for building
 these
  different source packages (but outside the OpenSceneGraph project) that
  could be checked out alongside OpenSceneGraph.  CMake could then be
  configured to build and link against those libraries while on a Windows
  platform where the libraries aren't available.  Obviously this isn't
  something you would necessarily do for all dependencies but at least for
 the
  lightweight ones which are absolutely necessary to having a somewhat
  functional OSG (jpeg, png, and freetype come to mind).
 
  With most developers having multiple cores, I'm pretty sure you could
 build
  libraries like libtiff and libjpg relatively quickly.  A slower initial
  build time and need to redistribute a ZIP file alongside the OSG for
 WIN32
  users would be the only cons I can think of.
 
  Benefits would be
  * No need to maintain MSVC 7.1, 8.0, 9.0, MinGW or Cygwin builds of the
  libraries since they would build themselves
  * Static builds become easier
 
  Furthermore, for libraries that don't make sense to build as part of
 the
  OSG like the SDL, additional folders could be created to contain
 prebuilts
  much as is done right now.
 
  Linux and MacOSX users wouldn't be affected by any of this because they
  likely would never checkout this folder.
 
  [1] = http://www.cmake.org/pipermail/cmake/2009-February/026964.html
  [2] = http://www.cmake.org/pipermail/cmake/2009-February/027019.html
 
  --
  Philip Lowman
 
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Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread Colin Rayment
We are currently doing something similar. We've considered two approaches:-

One involves providing a switch node for each node/geometry that applies a 
different texture. One path applies the normal texture and the other applies 
the thermal texture, both branches then reference the same geode containing the 
geometry. By changing the status of each switch node it is then possible to 
select either the normal or thermal views.

The other approach adopts a similar structure but with a group node replacing 
the switch node and each branch having a different node mask e.g. 1 for normal, 
2 for thermal. The relevant view is then obtained by setting the appropriate 
mask settings when doing the cull traversal.

Our view is that the former has the benefit of explicitly setting the viewing 
mode within the structure of the model and could be considered more appropriate 
for situations where the viewing mode doesn't change that often, but has issues 
if dynamically switching between viewing modes in that all the associated 
switch nodes will need to be changed. It also doesn't allow support for 
multiple views with differing viewing modes. The latter provides the benefit of 
a single setting changing the viewing mode and thus providing an easier method 
to switch between modes and also allows multiple views to be rendered 
simultaneously with different viewing modes. However it does require your 
viewer to explicitly set the mask settings as the default setting 0x 
would render both views simultaneously.

Hope this helps

Colin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Volckaert
Sent: 13 February 2009 00:50
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Swapping Textutes for Thermal Signatures

Hi,

I was wondering what’s the best way to simulate thermal signatures for targets 
and the terrain (i.e heat vision). 

One simple and easy way is to load 2 models - one for day view and another for 
thermal view. However, this poses a big problem for the terrain. I really don't 
want to load the geometry of 2 terrains since that would require too much 
memory. BTW, I use the term model to refer to an OpenFlight (FLT) file that I 
load.

Since the geometry of both day and thermal models are identical (at least in my 
case), I should be able to load the day model and then load the textures of the 
thermal model (without loading the geometry of the thermal model). This can 
easily be done by using a filename convention such as adding the suffix _tml 
at the end of every thermal texture filename. 

This is all well in theory, but how do I implement it (I am still a rookie). 
Can anyone help me on this?

BTW: I know that there are several techniques to produce good looking thermal 
signatures using shaders, but that's too fancy for me right now. I just need 
something simple that won't consume all my memory.

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6732#6732





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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread Robert Osfield
Hi Sukender, and all windows users,

I've now moved Sukdender's VS8 binaries into the download section of
the website.

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/

Also linked off the main download page.

One package I'm curious about is the
Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages

Could VS 8 users test these packages.  I would be worth running virus
checkers over them as well to be thorough.

Robert.

On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Packages for VC8 have been uploaded to the FTP (all packages, including the 
 'all' one). Please tell me/us if everything is okay (as listing is disabled 
 on the FTP - And as replacement/deletion too, you should delete the files 
 that are not ok).
 As I told before:
 - 2.8.0 VC8sp1 32 bits.
 - CMake with default options (except that I checked to build wrappers, 
 plugins and examples of course).
 - I got all standard 3rd-parties + SDL (not very big, so I let it inside).
 - Debug and release.

 BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD! That 
 is to say if you lauch a package target, you may package something WRONG in 
 case you forgot to build all before (or if any script/tool updated your 
 working copy without rebuilding it). This sounds dangerous to me, and maybe 
 this should be adressed in CMake (setting a custom dependency).

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread Mattias Helsing
Hi Robert, Sukender,

On 2/13/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Sukender, and all windows users,

 I've now moved Sukdender's VS8 binaries into the download section of
 the website.

Nice to see packages hours after to release. Great work. For vc90
you'll have to wait until tomorrow. Sorry.


 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/

 Also linked off the main download page.

 One package I'm curious about is the
 Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages

Damn. This is the openthreads.pc file and should be part of
libopenthreads-dev. I missed this in a submission where I fixed this
for the openscenegraph.pc file

If noone beats me I'll submit a fix when I get my repo updated

Mattias


 Could VS 8 users test these packages.  I would be worth running virus
 checkers over them as well to be thorough.

 Robert.

 On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Packages for VC8 have been uploaded to the FTP (all packages, including
 the 'all' one). Please tell me/us if everything is okay (as listing is
 disabled on the FTP - And as replacement/deletion too, you should delete
 the files that are not ok).
 As I told before:
 - 2.8.0 VC8sp1 32 bits.
 - CMake with default options (except that I checked to build wrappers,
 plugins and examples of course).
 - I got all standard 3rd-parties + SDL (not very big, so I let it
 inside).
 - Debug and release.

 BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD!
 That is to say if you lauch a package target, you may package something
 WRONG in case you forgot to build all before (or if any script/tool
 updated your working copy without rebuilding it). This sounds dangerous to
 me, and maybe this should be adressed in CMake (setting a custom
 dependency).

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] Swapping Textures for Thermal Signatures

2009-02-13 Thread Gordon Tomlinson
Another approach might be

, If the geom is the same for both or multi spectral states,  it would be 
cheaper just to swap the textures and all you need is to create 2 sets of 
osg::State sets one with your normal out the window images and the other with 
your thermal etc, then simply swap the states sets on the relevant nodes , 
saves duplicating all the geometry. And if your textures have naming scheme etc 
then you can write a straight forward visitor to build these state sets for you

__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 
__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Colin Rayment
Sent: Friday, February 13, 2009 5:12 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Swapping Textutes for Thermal Signatures

We are currently doing something similar. We've considered two approaches:-

One involves providing a switch node for each node/geometry that applies a 
different texture. One path applies the normal texture and the other applies 
the thermal texture, both branches then reference the same geode containing the 
geometry. By changing the status of each switch node it is then possible to 
select either the normal or thermal views.

The other approach adopts a similar structure but with a group node replacing 
the switch node and each branch having a different node mask e.g. 1 for normal, 
2 for thermal. The relevant view is then obtained by setting the appropriate 
mask settings when doing the cull traversal.

Our view is that the former has the benefit of explicitly setting the viewing 
mode within the structure of the model and could be considered more appropriate 
for situations where the viewing mode doesn't change that often, but has issues 
if dynamically switching between viewing modes in that all the associated 
switch nodes will need to be changed. It also doesn't allow support for 
multiple views with differing viewing modes. The latter provides the benefit of 
a single setting changing the viewing mode and thus providing an easier method 
to switch between modes and also allows multiple views to be rendered 
simultaneously with different viewing modes. However it does require your 
viewer to explicitly set the mask settings as the default setting 0x 
would render both views simultaneously.

Hope this helps

Colin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Volckaert
Sent: 13 February 2009 00:50
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Swapping Textutes for Thermal Signatures

Hi,

I was wondering what’s the best way to simulate thermal signatures for targets 
and the terrain (i.e heat vision). 

One simple and easy way is to load 2 models - one for day view and another for 
thermal view. However, this poses a big problem for the terrain. I really don't 
want to load the geometry of 2 terrains since that would require too much 
memory. BTW, I use the term model to refer to an OpenFlight (FLT) file that I 
load.

Since the geometry of both day and thermal models are identical (at least in my 
case), I should be able to load the day model and then load the textures of the 
thermal model (without loading the geometry of the thermal model). This can 
easily be done by using a filename convention such as adding the suffix _tml 
at the end of every thermal texture filename. 

This is all well in theory, but how do I implement it (I am still a rookie). 
Can anyone help me on this?

BTW: I know that there are several techniques to produce good looking thermal 
signatures using shaders, but that's too fancy for me right now. I just need 
something simple that won't consume all my memory.

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[osg-users] OpenSceneGraph reference guide documentation pages update for 2.8.0

2009-02-13 Thread Robert Osfield
Hi All,

I've just completed updated the ref guide pages on wiki for the 2.8.0,
you can browse the pages from:

  http://www.openscenegraph.org/projects/osg/wiki/Support/ReferenceGuides

Robert.
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[osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Robert Osfield
Hi All,

Jose Luis kicked things off with creating a blog on openscenegraph.org
for discussing the server status, which in turn gave me the kick I
need to start up a developer blog for the project.  Rather than have
two different blog we've gone for a single blog, which you can find
at:

   http://blog.openscenegraph.org/

This is my first foray into blogging so be gentle!  Potentially we can
have others posting entries into the blog too, so it needn't be just
an avenue for Jose L. and myself to present news/thoughts.

Robert.
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Re: [osg-users] slight problem of image distortion with osgVolume

2009-02-13 Thread Paul Melis

David Michéa wrote:

Hi,

for information : on the screen captures attached, you can see that the regular hexahedric volumes I have generated with my data are slightly distorted following the point of view. 
  

Just curious, what resolution is your volume data?

Paul
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Re: [osg-users] slight problem of image distortion with osgVolume

2009-02-13 Thread David Michéa
The resolution is 34x34x10.

I forgot to mention that i have scaled this volume with :

osg::Matrix::scale(160.,160.,32.)

to fit the study area.



Paul Melis wrote:
 David Michéa wrote:
 
  Hi,
  
  for information : on the screen captures attached, you can see that the 
  regular hexahedric volumes I have generated with my data are slightly 
  distorted following the point of view. 
  
  
 Just curious, what resolution is your volume data?
 
 Paul
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Serge Lages
Good news ! The RSS feed is now subscribed into my reader !

On Fri, Feb 13, 2009 at 2:12 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 Jose Luis kicked things off with creating a blog on openscenegraph.org
 for discussing the server status, which in turn gave me the kick I
 need to start up a developer blog for the project.  Rather than have
 two different blog we've gone for a single blog, which you can find
 at:

   http://blog.openscenegraph.org/

 This is my first foray into blogging so be gentle!  Potentially we can
 have others posting entries into the blog too, so it needn't be just
 an avenue for Jose L. and myself to present news/thoughts.

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




-- 
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http://www.tharsis-software.com
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Can T. Oguz
Really good news!

Can

2009/2/13 Serge Lages serge.la...@gmail.com

 Good news ! The RSS feed is now subscribed into my reader !


 On Fri, Feb 13, 2009 at 2:12 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi All,

 Jose Luis kicked things off with creating a blog on openscenegraph.org
 for discussing the server status, which in turn gave me the kick I
 need to start up a developer blog for the project.  Rather than have
 two different blog we've gone for a single blog, which you can find
 at:

   http://blog.openscenegraph.org/

 This is my first foray into blogging so be gentle!  Potentially we can
 have others posting entries into the blog too, so it needn't be just
 an avenue for Jose L. and myself to present news/thoughts.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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

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


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[osg-users] How could I get the right world coordinate?

2009-02-13 Thread Ümit Uzun
Hi All,

I have an 3D Gyro model, and every scenegraph of this model like that;

Root
||
WorldMatrixTransform
||
LocalMatrixTransform
|| ||
PlanetaryYawMatrixTransform (this is inverse multiplex of
planetary's parent matrix transforms)
||
WorldMatrixTransform
||
LocalMatrixTransform
|| ||
Yaw   RollMatrixTransform (this
is inverse multiplex of yaw's parent matrix transforms)
   ||
  WorldMatrixTransform
   ||
  LocalMatrixTransform

||  ||
  Roll
PitchMatrixTransform (this is inverse multiplex of roll's matrix transforms)

||

etc

I want to find Yaw node's world coordinates but can't. I have tried;
osg::MatrixList matrices = yaw-getWorldMatrices();
osg::Vec3 pos = matrices.empty() ? node-getBound().center() :
node-getBound().center() * matrices[0];
But it doen't work. I multiply all matrices[?] but can't get right
coordinate.

Ho can I follow a node? I don't ask about canned NodeTrackerManipulater. I
am using makeLookAt function to change the camera matrix (
viewer.get()-getCamera()-setViewMatrix(cameraMatrix) ) and trying to get
center coordinate where should I look.

I will place the camera constant point and only follow the object which will
be rotating on Z direction. I only need center coordinate of node.

Regards.

-- 
Ümit Uzun
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread suky0001
Hi Robert,

Unspecified package contain only a few dirs and one file. It seems to be an 
useless crap from CMake.

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

- Mail d'origine -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 11:46:23 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

Hi Sukender, and all windows users,

I've now moved Sukdender's VS8 binaries into the download section of
the website.

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/

Also linked off the main download page.

One package I'm curious about is the
Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages

Could VS 8 users test these packages.  I would be worth running virus
checkers over them as well to be thorough.

Robert.

On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Packages for VC8 have been uploaded to the FTP (all packages, including the 
 'all' one). Please tell me/us if everything is okay (as listing is disabled 
 on the FTP - And as replacement/deletion too, you should delete the files 
 that are not ok).
 As I told before:
 - 2.8.0 VC8sp1 32 bits.
 - CMake with default options (except that I checked to build wrappers, 
 plugins and examples of course).
 - I got all standard 3rd-parties + SDL (not very big, so I let it inside).
 - Debug and release.

 BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD! That 
 is to say if you lauch a package target, you may package something WRONG in 
 case you forgot to build all before (or if any script/tool updated your 
 working copy without rebuilding it). This sounds dangerous to me, and maybe 
 this should be adressed in CMake (setting a custom dependency).

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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[osg-users] Duplicate dylib warnings on 2.8 OSX build

2009-02-13 Thread Roger James




I just kicked off a build of 2.8 on OSX using the CMake generated Xcode
projects. Along with a few warnings about deprecated functions in the
carbon stuff I get a lot of warnings about duplicate dylibs whenever an
osg dylib is referenced from another osg dylib during the build. It is
a long time since I last built on OSX and it not an environment I am
very familiar with. I don't remember seeing these warnings last time
round, but I might have missed them. Does anyone know what these
warnings mean, and can they be safely ignored.

Roger


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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread suky0001
Very nice :)
However, the blog says ...will be a place for OpenSceneGraph 
developers/contributors to post news. But who have write access?

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

- Mail d'origine -
De: Can T. Oguz cto...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 14:41:39 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph Blog goes live!

Really good news!

Can

2009/2/13 Serge Lages serge.la...@gmail.com

 Good news ! The RSS feed is now subscribed into my reader !


 On Fri, Feb 13, 2009 at 2:12 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi All,

 Jose Luis kicked things off with creating a blog on openscenegraph.org
 for discussing the server status, which in turn gave me the kick I
 need to start up a developer blog for the project.  Rather than have
 two different blog we've gone for a single blog, which you can find
 at:

   http://blog.openscenegraph.org/

 This is my first foray into blogging so be gentle!  Potentially we can
 have others posting entries into the blog too, so it needn't be just
 an avenue for Jose L. and myself to present news/thoughts.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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

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



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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread Robert Osfield
On Fri, Feb 13, 2009 at 1:49 PM,  suky0...@free.fr wrote:
 Hi Robert,

 Unspecified package contain only a few dirs and one file. It seems to be an 
 useless crap from CMake.

OK, now removed the files.

Robert.
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Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Ümit Uzun
Hi Robert,

I have known stopping viewer but I actually asked about static render
running thread, and how should I stop it and order of stopping mechanism.
For example I have tried much of below codes combinations but always I get
error while shutting down the application.

 _viewer-setDone(TRUE);
Sleep(1000);
 _viewer-stopThreading();
Sleep(1000);
 _endthread();

 Firstly I should setDone to TRUE and then stop viewer threading and lastly
I end the created thread for static render function. But it always give me
error while trying to do all these operaion in destructor. But while I
delete different place out of destructor, it is closing error-free.

I mean if I delete the created object explicitly there is no problem, but if
I delete the created object in destructor there is threading problem.

Thanks so much. Regards.

2009/2/13 Robert Osfield robert.osfi...@gmail.com

 Hi Umit,

 The viewer.stopThreading() method will stop the threads and not return
 until all threads have been stopped.

 Robert.

 On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun umituzu...@gmail.com wrote:
  Hi Brad,
 
  Could you give more explanation please? How can you be sure the thread
 was
  stopped and in which method?
 
  Regards.
 
  2009/2/13 Brad Huber br...@procerusuav.com
 
  FYI,
 
 
 
  We spent some time debugging this and found the problem.
 
 
 
  I was making the unfortunate mistake of stopping the osg threads in a
  deconstructor which was called AFTER destroying the window.  Apparently
 OSG
  does not gracefully shut down threads and such if the window is pulled
 out
  from under it.
 
 
 
  The fix was to make sure that stopping threading and shutting down the
  viewer was all down BEFORE the window was made invalid.
 
 
 
  Hope this helps someone else.
 
 
 
  Thanks
 
  -Brad
 
 
 
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit
 Uzun
  Sent: Thursday, February 12, 2009 3:35 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC
 problem
 
 
 
  Hi Brad,
 
  I have same problem , but I can't resolve exactly. I only find kludge :)
  How can you delete your class which contains static render function?
 If
  you delete this class in destructor, it's normal getting error while
 closing
  your application. I have tried almost a day to resolve this undefined
  problem but couldn't.
 
  And My solution is; deleting class before parent destructor calling. I
  mean, you have renderClass and mainClass.
  renderClass is which contains all rendering operation and static render
  function.
  You create renderClass object from mainClass and before closing
  application you should delete renderClass out of mainClass destructor.
 And
  after that you should let the mainClass destructor to run. I hope it
 will
  give you smooth and error-free closing :)
 
  Regards.
 
  2009/2/12 Brad Huber br...@procerusuav.com
 
  Hello,
 
 
 
  I am currently struggling with a problem that is manifesting in our MFC
  based app when using MultiThreading model with osg viewer.
 
 
 
  First of all when setting up the viewer in my class I used:
 
 
 
 
 
 mViewer-setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticSelection);
 
  I also tried the default of not setting anything and the same problem
  happens.  If I set it to single threaded the problem disappears but
  obviously I don't want to run single threaded.
 
 
 
  Everything seems to run fine and then when I close the app my class
  destructor gets called.  The only code in the destructor is:
 
  mViewer-setDone(true);
 
  Sleep(1000);
 
  mViewer-stopThreading();
 
  Sleep(1000);
 
 
 
  Which is the same as what the example mfc code in the repository does.
  The sleeps were only added to see if there was a race condition problem.
 
 
 
  However when I trace in to stopThreading I see that it returns
 immediately
  on the first line:
 
  if (!_threadsRunning) return;
 
 
 
  As a result it doesn't kill any threads or anything else BUT there are
  threads still running and they show up in the debugger.
 
 
 
  Then as the app continues to close I get:
 
 
 
 
 
  Which takes me to:
 
  win32mutex.cpp line 111
 
  int Mutex::lock() {
 
  Win32MutexPrivateData *pd =
 
  static_castWin32MutexPrivateData*(_prvData);
 
 
 
  #ifdef USE_CRITICAL_SECTION
 
 
 
  // Block until we can take this lock.
 
  EnterCriticalSection( (pd-_cs) );  ß exception here!
 
 
 
  return 0;
 
 
 
  #else
 
  …
 
 
 
  This is OSG/Openthreads stuff!  I look up the call stack and see the
  osgViewer::Renderer.
 
 
 
 
 
  Does anyone have any insights about why this is going on?
 
 
 
  Thanks
 
  -Brad
 
 
 
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
  --
  Ümit Uzun
 
  

Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Robert Osfield
Hi Umit,

I'm not familiar with MFC nor the osgviewerMFC example, so my guess is
that there is some issue with it.  viewer.stopThreading() will stop
all the threading that the viewer itself starts.  If you have other
threads running then this is down to your app to handle them.

As for the errors on exit, this could be due to a number of things.
Without stack traces and knowledge of osgviewerMFC/MFC I can't make
any clear suggestion.  As a general note threading and clean up of
graphics context are the items that one has to be careful of.

Robert.

On Fri, Feb 13, 2009 at 2:03 PM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Robert,

 I have known stopping viewer but I actually asked about static render
 running thread, and how should I stop it and order of stopping mechanism.
 For example I have tried much of below codes combinations but always I get
 error while shutting down the application.

  _viewer-setDone(TRUE);
 Sleep(1000);
  _viewer-stopThreading();
 Sleep(1000);
  _endthread();

  Firstly I should setDone to TRUE and then stop viewer threading and lastly
 I end the created thread for static render function. But it always give me
 error while trying to do all these operaion in destructor. But while I
 delete different place out of destructor, it is closing error-free.

 I mean if I delete the created object explicitly there is no problem, but if
 I delete the created object in destructor there is threading problem.

 Thanks so much. Regards.

 2009/2/13 Robert Osfield robert.osfi...@gmail.com

 Hi Umit,

 The viewer.stopThreading() method will stop the threads and not return
 until all threads have been stopped.

 Robert.

 On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun umituzu...@gmail.com wrote:
  Hi Brad,
 
  Could you give more explanation please? How can you be sure the thread
  was
  stopped and in which method?
 
  Regards.
 
  2009/2/13 Brad Huber br...@procerusuav.com
 
  FYI,
 
 
 
  We spent some time debugging this and found the problem.
 
 
 
  I was making the unfortunate mistake of stopping the osg threads in a
  deconstructor which was called AFTER destroying the window.  Apparently
  OSG
  does not gracefully shut down threads and such if the window is pulled
  out
  from under it.
 
 
 
  The fix was to make sure that stopping threading and shutting down the
  viewer was all down BEFORE the window was made invalid.
 
 
 
  Hope this helps someone else.
 
 
 
  Thanks
 
  -Brad
 
 
 
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit
  Uzun
  Sent: Thursday, February 12, 2009 3:35 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC
  problem
 
 
 
  Hi Brad,
 
  I have same problem , but I can't resolve exactly. I only find kludge
  :)
  How can you delete your class which contains static render function?
  If
  you delete this class in destructor, it's normal getting error while
  closing
  your application. I have tried almost a day to resolve this undefined
  problem but couldn't.
 
  And My solution is; deleting class before parent destructor calling. I
  mean, you have renderClass and mainClass.
  renderClass is which contains all rendering operation and static render
  function.
  You create renderClass object from mainClass and before closing
  application you should delete renderClass out of mainClass destructor.
  And
  after that you should let the mainClass destructor to run. I hope it
  will
  give you smooth and error-free closing :)
 
  Regards.
 
  2009/2/12 Brad Huber br...@procerusuav.com
 
  Hello,
 
 
 
  I am currently struggling with a problem that is manifesting in our MFC
  based app when using MultiThreading model with osg viewer.
 
 
 
  First of all when setting up the viewer in my class I used:
 
 
 
 
 
  mViewer-setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticSelection);
 
  I also tried the default of not setting anything and the same problem
  happens.  If I set it to single threaded the problem disappears but
  obviously I don't want to run single threaded.
 
 
 
  Everything seems to run fine and then when I close the app my class
  destructor gets called.  The only code in the destructor is:
 
  mViewer-setDone(true);
 
  Sleep(1000);
 
  mViewer-stopThreading();
 
  Sleep(1000);
 
 
 
  Which is the same as what the example mfc code in the repository does.
  The sleeps were only added to see if there was a race condition
  problem.
 
 
 
  However when I trace in to stopThreading I see that it returns
  immediately
  on the first line:
 
  if (!_threadsRunning) return;
 
 
 
  As a result it doesn't kill any threads or anything else BUT there are
  threads still running and they show up in the debugger.
 
 
 
  Then as the app continues to close I get:
 
 
 
 
 
  Which takes me to:
 
  win32mutex.cpp line 111
 
  int Mutex::lock() {
 
  Win32MutexPrivateData *pd =
 
  

Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Robert Osfield
On Fri, Feb 13, 2009 at 2:00 PM,  suky0...@free.fr wrote:
 Very nice :)
 However, the blog says ...will be a place for OpenSceneGraph 
 developers/contributors to post news. But who have write access?

Just me and Jose L. right now.  It does look I can add others to
enable them to log in.  Good candidates for others who would be
appropriate to get a log into be able to post would be project leads
of various 3rd party NodeKits, or major contributors.  If you'd like
to be able to post to the blog please just raise you hand.

Robert.
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Re: [osg-users] About game source!

2009-02-13 Thread Dirk Uys
I think that flight gear also uses OSG?

Regards
Dirk
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread suky0001
Hi Robert,

I suggest a change to the download page ( 
http://www.openscenegraph.org/projects/osg/wiki/Downloads ): Replace

For end-users we recommend downloading a binaries for your platform, and 
sample datasets. For software-developers we recommend downloading the source 
code for the latest stable release, the project dependencies and sample 
datasets.

by

We recommend downloading:
 * For end-users:
  * user binaries for your platform (User binaries do not have -dev in their 
name).
  * sample datasets
 * For software-developers:
  * developer binaries, or the source code for the latest stable release
  * project dependencies
  * sample datasets
For details about packages, see the [wiki:Community/Packaging packaging page]. 
If you find any issue concerning binaries packages, please contact the 
corresponging [wiki:Community/PackageMaintainers package maintainer] (but 
please prefer contacting the osg-users mailing list for package availability).

It's a bit more detailed, has links to Packaging and PackageMaintainers, and is 
presented in a list form.
Is this text okay?

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

- Mail d'origine -
De: suky0...@free.fr
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 14:49:16 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

Hi Robert,

Unspecified package contain only a few dirs and one file. It seems to be an 
useless crap from CMake.

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

- Mail d'origine -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 11:46:23 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

Hi Sukender, and all windows users,

I've now moved Sukdender's VS8 binaries into the download section of
the website.

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/

Also linked off the main download page.

One package I'm curious about is the
Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages

Could VS 8 users test these packages.  I would be worth running virus
checkers over them as well to be thorough.

Robert.

On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Packages for VC8 have been uploaded to the FTP (all packages, including the 
 'all' one). Please tell me/us if everything is okay (as listing is disabled 
 on the FTP - And as replacement/deletion too, you should delete the files 
 that are not ok).
 As I told before:
 - 2.8.0 VC8sp1 32 bits.
 - CMake with default options (except that I checked to build wrappers, 
 plugins and examples of course).
 - I got all standard 3rd-parties + SDL (not very big, so I let it inside).
 - Debug and release.

 BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD! That 
 is to say if you lauch a package target, you may package something WRONG in 
 case you forgot to build all before (or if any script/tool updated your 
 working copy without rebuilding it). This sounds dangerous to me, and maybe 
 this should be adressed in CMake (setting a custom dependency).

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread suky0001
Thanks. I won't upload them next time.
Does anyone know why they're generated?

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

- Mail d'origine -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 15:02:08 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

On Fri, Feb 13, 2009 at 1:49 PM,  suky0...@free.fr wrote:
 Hi Robert,

 Unspecified package contain only a few dirs and one file. It seems to be an 
 useless crap from CMake.

OK, now removed the files.

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0 release - adds character

2009-02-13 Thread Martin Spott
Robert Osfield robert.osfi...@gmail.com wrote:

 So... do you have demand for a Solaris package? :-)

Hehe, I've been posting this question in the hope to get a response
like no, it's not necessary to provide packages for Solaris  ;-)
I might change my mind if I'd recommence building FlightGear packages.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [osg-users] About game source!

2009-02-13 Thread Martin Spott
Dirk Uys dirkc...@gmail.com wrote:

 I think that flight gear also uses OSG?

Indeed, but they probably don't apply to the term game  ;-)

Martin.
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread Jean-Sébastien Guay

Hi Sukender,


Is this text okay?


Looks good to me!

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Duplicate dylib warnings on 2.8 OSX build

2009-02-13 Thread Stephan Maximilian Huber
Hi Robert,

Roger James schrieb:
 I just kicked off a build of 2.8 on OSX using the CMake generated Xcode 
 projects. Along with a few warnings about deprecated functions in the carbon 
 stuff I get a lot of warnings about duplicate dylibs whenever an osg dylib is 
 referenced from another osg dylib during the build. It is a long time since I 
 last built on OSX and it not an environment I am very familiar with. I don't 
 remember seeing these warnings last time round, but I might have missed them. 
 Does anyone know what these warnings mean, and can they be safely ignored.


I can't see any warnings (beside the deprecated warnings in
osgViewer+quicktime) when building current trunk with cmake (2.6.2) /
XCode (3.1.2) using the 10.5 sdk

What version of cmake, XCode and what sdk are you using?

Can you paste some warnings into a mail and send to the list?

cheers,
Stephan
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread suky0001
Great. Unfortunately I don't have write access to this page. Do you?

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

- Mail d'origine -
De: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Fri, 13 Feb 2009 15:30:38 +0100 (CET)
Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

Hi Sukender,

 Is this text okay?

Looks good to me!

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] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-13 Thread Jean-Sébastien Guay

Hi Sukender,


Great. Unfortunately I don't have write access to this page. Do you?


Nope. Perhaps now that we have user accounts on the wiki it could be 
opened to some? What do you think Robert?


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Stereo : Meaning of field sequential, I-visor

2009-02-13 Thread Riccardo Corsi

Hi All,

I recover al old thread...
I'm trying to use the stereo setup with the same settings you mentioned, 
both with the Vuzix HMD, and with the eMagin Z-800 (http://www.3dvisor.com)

I have a Quadro FX 3700 as graphics HW.

Unfortunately, I can only see the image flickering because of the 
switch between the right and left images, but no way to address the 2 
different frames to the HMD right/left channels.


Which settings might be wrong?
On the nVidia Panel I tried all of the combination among:

** Force stereo shuttering
** Stereo - Enable
** Stereo - Swap Eyes

settings, always using the --stereo QUAD_BUFFER option on osgViewer.

Is there any dependency with the multiple display setup?
I tried the clone and Dual View options, but still no luck...

Thank you on advance for any suggestion!
Cheers_ricky



On 14/11/2008 16.14, David Spilling wrote:
Thanks for the help. That all worked, more or less out-of-the-box, 
using QUAD_BUFFER. As suggested, we had to enable stereo in the OpenGL 
driver.


I was slightly misinformed about the actual hardware, what we are 
actually using is this : 
http://www.vuzix.com/iwear/products_vr920.html, which also uses a 
field sequential sort of stereo. LIke I said though, all works OK.


Out of curiosity, in a couple of our apps we set various features of 
the views e.g. window sizes (via graphics context traits), projection 
matrix resize policy and so on. For anaglyphic stereo mode, this was 
all fine, but in quad buffer, we got lots of OpenGL warnings. Turning 
a big set of methods off fixed them in the short term, but lost some 
functionality; in the long term we'd like to fix this.Are there things 
that one shouldn't do in quad_buffer that are OK in other stereo modes?


David



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Re: [osg-users] inverse shadows

2009-02-13 Thread Art Tevs
Hi Ben,

it is a usual behaviour of shadow map algorithms. The problem is in the 
projection computation, which is done, when projecting the shadow map texture 
into the scene. I do not exactly know, how OSG handles this issue, but here you 
can find more general information on this:[url]
http://www.gamedev.net/community/forums/topic.asp?topic_id=485577[/url]

cheers,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6780#6780





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Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Brad Huber
Robert,

The struggle I was having was that viewer.stopThreading() was NOT shutting
down threads.  The reason was that during the shutdown process the window
was destructed which caused the osg camera to be invalidated.  However it
did not shut down the appropriate rendering threads.  When stopThreading was
called (after the window was destroyed) there were no cameras and renderers
to get because they were already invalidated.  Thus in this condition the
threads were left running.

You could argue that the programmer should never allow this situation to
happen.  Then again it might be nice if OSG were able to detect this type of
condition.

Thanks
-Brad



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, February 13, 2009 7:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

Hi Umit,

I'm not familiar with MFC nor the osgviewerMFC example, so my guess is
that there is some issue with it.  viewer.stopThreading() will stop
all the threading that the viewer itself starts.  If you have other
threads running then this is down to your app to handle them.

As for the errors on exit, this could be due to a number of things.
Without stack traces and knowledge of osgviewerMFC/MFC I can't make
any clear suggestion.  As a general note threading and clean up of
graphics context are the items that one has to be careful of.

Robert.

On Fri, Feb 13, 2009 at 2:03 PM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Robert,

 I have known stopping viewer but I actually asked about static render
 running thread, and how should I stop it and order of stopping mechanism.
 For example I have tried much of below codes combinations but always I get
 error while shutting down the application.

  _viewer-setDone(TRUE);
 Sleep(1000);
  _viewer-stopThreading();
 Sleep(1000);
  _endthread();

  Firstly I should setDone to TRUE and then stop viewer threading and
lastly
 I end the created thread for static render function. But it always give me
 error while trying to do all these operaion in destructor. But while I
 delete different place out of destructor, it is closing error-free.

 I mean if I delete the created object explicitly there is no problem, but
if
 I delete the created object in destructor there is threading problem.

 Thanks so much. Regards.

 2009/2/13 Robert Osfield robert.osfi...@gmail.com

 Hi Umit,

 The viewer.stopThreading() method will stop the threads and not return
 until all threads have been stopped.

 Robert.

 On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun umituzu...@gmail.com wrote:
  Hi Brad,
 
  Could you give more explanation please? How can you be sure the thread
  was
  stopped and in which method?
 
  Regards.
 
  2009/2/13 Brad Huber br...@procerusuav.com
 
  FYI,
 
 
 
  We spent some time debugging this and found the problem.
 
 
 
  I was making the unfortunate mistake of stopping the osg threads in a
  deconstructor which was called AFTER destroying the window.
Apparently
  OSG
  does not gracefully shut down threads and such if the window is pulled
  out
  from under it.
 
 
 
  The fix was to make sure that stopping threading and shutting down the
  viewer was all down BEFORE the window was made invalid.
 
 
 
  Hope this helps someone else.
 
 
 
  Thanks
 
  -Brad
 
 
 
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit
  Uzun
  Sent: Thursday, February 12, 2009 3:35 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC
  problem
 
 
 
  Hi Brad,
 
  I have same problem , but I can't resolve exactly. I only find kludge
  :)
  How can you delete your class which contains static render function?
  If
  you delete this class in destructor, it's normal getting error while
  closing
  your application. I have tried almost a day to resolve this undefined
  problem but couldn't.
 
  And My solution is; deleting class before parent destructor calling. I
  mean, you have renderClass and mainClass.
  renderClass is which contains all rendering operation and static
render
  function.
  You create renderClass object from mainClass and before closing
  application you should delete renderClass out of mainClass destructor.
  And
  after that you should let the mainClass destructor to run. I hope it
  will
  give you smooth and error-free closing :)
 
  Regards.
 
  2009/2/12 Brad Huber br...@procerusuav.com
 
  Hello,
 
 
 
  I am currently struggling with a problem that is manifesting in our
MFC
  based app when using MultiThreading model with osg viewer.
 
 
 
  First of all when setting up the viewer in my class I used:
 
 
 
 
 
 
mViewer-setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticS
election);
 
  I also tried the default of not setting anything and the same problem
  happens.  If I set it to single 

Re: [osg-users] Duplicate dylib warnings on 2.8 OSX build

2009-02-13 Thread Roger James




Stephan Maximilian Huber wrote:

  Hi Robert,

Roger James schrieb:
  
  
I just kicked off a build of 2.8 on OSX using the CMake generated Xcode 
projects. Along with a few warnings about deprecated functions in the carbon 
stuff I get a lot of warnings about duplicate dylibs whenever an osg dylib is 
referenced from another osg dylib during the build. It is a long time since I 
last built on OSX and it not an environment I am very familiar with. I don't 
remember seeing these warnings last time round, but I might have missed them. 
Does anyone know what these warnings mean, and can they be safely ignored.

  
  

I can't see any warnings (beside the deprecated warnings in
osgViewer+quicktime) when building current trunk with cmake (2.6.2) /
XCode (3.1.2) using the 10.5 sdk

What version of cmake, XCode and what sdk are you using?

Can you paste some warnings into a mail and send to the list?

cheers,
Stephan
___
  

Hi Stephan,

Here is a sample of the warnings I am seeing


Ld
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release/osgarchive
normal i386

 mkdir
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release

 cd /Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8

 /Developer/usr/bin/g++-4.0 -o
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release/osgarchive
-L/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release
-F/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release
-filelist
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/OpenSceneGraph.build/Release/osgarchive.build/Objects-normal/i386/osgarchive.LinkFileList
-arch i386 -Wl,-search_paths_first -headerpad_max_install_names
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgViewer.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgText.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib
-lpthread /usr/lib/libm.dylib -framework Carbon -framework AGL
-framework OpenGL
ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib




CMake version is 2.6.2
XCode is 3.0
SDK is "Current MAC OS" which is version 9.6 (I have forgotten how to
find the current SDK version) I just did a software update and left
everything at default.

By the way and somewhat unrelated I had to change the Xcode settings to
get the gdal plugin to compile. CMake had picked up the gdal include
path but had not put into the additional include paths setting in the
project.

Roger



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Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Brad Huber
Umit,

 

Here is the high level:

 

My code is functionality similar to osgviewerMFC.  That is to say that I
have the class cOSG which does my rendering and scene graph setup.  The
problem I was having was in the class which instantiates the cOSG object.
This class’s deconstructed looked something like:

 

class ClassA : public CWnd

{

…

};

 

 

ClassA::~ClassA()

{

delete mOSG; // The instantion of cOSG

…

}

 

The problem is that when this destructor is called the window (CWnd) for the
class is already destroyed.  Instead the deletion of mOSG must be done in
the OnDestroy method:

 

void ClassA::OnDestroy()

{

delete mOSG;

}

 

Doing the deletion here ensures that the window hasn’t been destroyed yet.
OSG can cleanup and stop render threads prior to the CWnd getting destroyed.

 

As far how the static render function / thread is shut down—I do EXACTLY the
same as how it’s done in the osgviewerMFC example.

 

-Brad

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: Friday, February 13, 2009 7:03 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

 

Hi Robert,

I have known stopping viewer but I actually asked about static render
running thread, and how should I stop it and order of stopping mechanism.
For example I have tried much of below codes combinations but always I get
error while shutting down the application.

 _viewer-setDone(TRUE);
Sleep(1000);
 _viewer-stopThreading();
Sleep(1000);
 _endthread();

 Firstly I should setDone to TRUE and then stop viewer threading and lastly
I end the created thread for static render function. But it always give me
error while trying to do all these operaion in destructor. But while I
delete different place out of destructor, it is closing error-free.

I mean if I delete the created object explicitly there is no problem, but if
I delete the created object in destructor there is threading problem.

Thanks so much. Regards.

2009/2/13 Robert Osfield robert.osfi...@gmail.com

Hi Umit,

The viewer.stopThreading() method will stop the threads and not return
until all threads have been stopped.

Robert.


On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Brad,

 Could you give more explanation please? How can you be sure the thread was
 stopped and in which method?

 Regards.

 2009/2/13 Brad Huber br...@procerusuav.com

 FYI,



 We spent some time debugging this and found the problem.



 I was making the unfortunate mistake of stopping the osg threads in a
 deconstructor which was called AFTER destroying the window.  Apparently
OSG
 does not gracefully shut down threads and such if the window is pulled
out
 from under it.



 The fix was to make sure that stopping threading and shutting down the
 viewer was all down BEFORE the window was made invalid.



 Hope this helps someone else.



 Thanks

 -Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit
Uzun
 Sent: Thursday, February 12, 2009 3:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem



 Hi Brad,

 I have same problem , but I can't resolve exactly. I only find kludge :)
 How can you delete your class which contains static render function? If
 you delete this class in destructor, it's normal getting error while
closing
 your application. I have tried almost a day to resolve this undefined
 problem but couldn't.

 And My solution is; deleting class before parent destructor calling. I
 mean, you have renderClass and mainClass.
 renderClass is which contains all rendering operation and static render
 function.
 You create renderClass object from mainClass and before closing
 application you should delete renderClass out of mainClass destructor.
And
 after that you should let the mainClass destructor to run. I hope it will
 give you smooth and error-free closing :)

 Regards.

 2009/2/12 Brad Huber br...@procerusuav.com

 Hello,



 I am currently struggling with a problem that is manifesting in our MFC
 based app when using MultiThreading model with osg viewer.



 First of all when setting up the viewer in my class I used:





mViewer-setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticS
election);

 I also tried the default of not setting anything and the same problem
 happens.  If I set it to single threaded the problem disappears but
 obviously I don't want to run single threaded.



 Everything seems to run fine and then when I close the app my class
 destructor gets called.  The only code in the destructor is:

 mViewer-setDone(true);

 Sleep(1000);

 mViewer-stopThreading();

 Sleep(1000);



 Which is the same as what the example mfc code in the repository does.
 The sleeps were only added to see if there was a race condition problem.



 However when 

Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread David Spilling
Guy,

You can also do it via shaders. Your model would have texture unit 0 =
diffuse texture, and tex unit 1 = thermal texture. In the application you
would set a uniform that declares which texture unit to use (e.g. uniform
int TexUnit). The shader could then select the texture based on the tex
unit.

Although this sort of technique has a higher learning cost to you (more
concepts to pick up) than scenegraph based methods, in the long term it's
good exposure given today's GPU evolution...

David
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Re: [osg-users] inverse shadows

2009-02-13 Thread Wojciech Lewandowski
Ben,

Looks like back projection issue. If your light is spot light with cone  180 
deg then it could be fixed by one of the tricks used to clip back projected 
textures (additional clip plane or special 1D texture). You should find a lot 
of stuff in the web that explain texgen projections and related issues.
 
But if your light is omnidirectional I am afraid none of the shadow mapping 
algorithms in osgShadow will work. They may do if omnidirectional light could 
be approximated by spot light for this particular view/frame. 

But in general case omnidirectional light requires more than one shadow map. 
And your picture  looks like such situation where one shadow map does not 
suffice.  

Cheers,
Wojtek



  - Original Message - 
  From: Ben Axelrod 
  To: osg-users@lists.openscenegraph.org 
  Sent: Friday, February 13, 2009 5:08 PM
  Subject: Re: [osg-users] inverse shadows


  *ping*

   

  Sorry for the repost, but there has not been a response on this in several 
days.

   

  I am seeing some strange behavior with the ShadowMap.  The attached images 
show a white sphere which is at the same location as the only light in the 
scene.  It is between an arrow, and a cube.  The shadow on the arrow gets 
back-cast to the cube, and even shows up on the back of the cube.  

   

  Is this normal?  How can this behavior be fixed?  I am using OSG version 2.6.

   

  Thanks,

  -Ben



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[osg-users] Crash in PerContextProgram destructor

2009-02-13 Thread Tanguy Fautre
Hi,

I'm encountering a segfault in several applications that use osgShadow
when the application is closing. I've reduced the problem to a very
simple example using osgShadow (see attachment).

I'm using OSG 2.8.0 with VC9. The example program only crashes for me in
Debug mode (the failure is just silent in Release).

After some lengthy investigations, I tracked the bug down to some
changes made in revision 9549 (files State and State.cpp).

What happens in the example is that a State object adds itself as an
observer on a PerContextProgram, but never removes itself from the
observer list. The State object is destroyed first, followed by the
PerContextProgram. In the PerContextProgram destructor,
osg::~Referenced() tries to notify its observers that the object is
being destroyed. But because the State object is already deleted, this
causes a nice segfault.

The thing is that the State object is trying to remove itself as an
observer when destroyed (cf. State::~State(), State.cpp, lines 93 to
98). But it fails to correctly do so, as its tracking list has been
previously erased (cf. State::reset(), State.cpp, line 198), leaving the
observer/observe relation in a dangerous state.


Proposed fix:

Do something similar to what is done in State destructor in
State::reset(), before line 198. Namely:

for(AppliedProgramObjectSet::iterator itr =
_appliedProgramObjectSet.begin();
itr != _appliedProgramObjectSet.end();
++itr)
{
(*itr)-removeObserver(this);
}


Robert, can you confirm this?


Regards,

Tanguy


PS: I'm going away for several days, so I won't be able to prepare a
proper submission before at least Monday or Tuesday.




main.cpp
Description: main.cpp
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[osg-users] FW: Swapping Textures for Thermal Signatures

2009-02-13 Thread Brian ...

The problem with dynamically switching statesets using visitors is that you 
need to be able to build them on the fly. This may be doable for simple 
statesets, but will very difficult/messy for complicated statesets, especially 
if shaders are involved.
 
I've been using the switch node approach - basically inserting switch nodes and 
adding the different statesets to the appropriate child. This is done as a 
preprocess, configuring the models before they are loaded. I like Colins points 
about node masks being more flexible for rendering multiple views and will go 
back to see what it will take to try it out.
 
It would be nice to have a higher level stateset/shader managment capability. I 
know what the response will be (develop and contribute it), which I agree 
with... 
 
Brian
 
 From: gor...@gordon-tomlinson.com
 To: osg-users@lists.openscenegraph.org
 Date: Fri, 13 Feb 2009 06:47:07 -0500
 Subject: Re: [osg-users] Swapping Textures for Thermal Signatures
 
 Another approach might be
 
 , If the geom is the same for both or multi spectral states, it would be 
 cheaper just to swap the textures and all you need is to create 2 sets of 
 osg::State sets one with your normal out the window images and the other with 
 your thermal etc, then simply swap the states sets on the relevant nodes , 
 saves duplicating all the geometry. And if your textures have naming scheme 
 etc then you can write a straight forward visitor to build these state sets 
 for you
 
 __
 Gordon Tomlinson 
 
 gor...@gordontomlinson.com
 IM: gordon3db...@3dscenegraph.com
 www.vis-sim.com www.gordontomlinson.com 
 __
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Colin Rayment
 Sent: Friday, February 13, 2009 5:12 AM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Swapping Textutes for Thermal Signatures
 
 We are currently doing something similar. We've considered two approaches:-
 
 One involves providing a switch node for each node/geometry that applies a 
 different texture. One path applies the normal texture and the other applies 
 the thermal texture, both branches then reference the same geode containing 
 the geometry. By changing the status of each switch node it is then possible 
 to select either the normal or thermal views.
 
 The other approach adopts a similar structure but with a group node replacing 
 the switch node and each branch having a different node mask e.g. 1 for 
 normal, 2 for thermal. The relevant view is then obtained by setting the 
 appropriate mask settings when doing the cull traversal.
 
 Our view is that the former has the benefit of explicitly setting the viewing 
 mode within the structure of the model and could be considered more 
 appropriate for situations where the viewing mode doesn't change that often, 
 but has issues if dynamically switching between viewing modes in that all the 
 associated switch nodes will need to be changed. It also doesn't allow 
 support for multiple views with differing viewing modes. The latter provides 
 the benefit of a single setting changing the viewing mode and thus providing 
 an easier method to switch between modes and also allows multiple views to be 
 rendered simultaneously with different viewing modes. However it does require 
 your viewer to explicitly set the mask settings as the default setting 
 0x would render both views simultaneously.
 
 Hope this helps
 
 Colin
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Volckaert
 Sent: 13 February 2009 00:50
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Swapping Textutes for Thermal Signatures
 
 Hi,
 
 I was wondering what’s the best way to simulate thermal signatures for 
 targets and the terrain (i.e heat vision). 
 
 One simple and easy way is to load 2 models - one for day view and another 
 for thermal view. However, this poses a big problem for the terrain. I really 
 don't want to load the geometry of 2 terrains since that would require too 
 much memory. BTW, I use the term model to refer to an OpenFlight (FLT) file 
 that I load.
 
 Since the geometry of both day and thermal models are identical (at least in 
 my case), I should be able to load the day model and then load the textures 
 of the thermal model (without loading the geometry of the thermal model). 
 This can easily be done by using a filename convention such as adding the 
 suffix _tml at the end of every thermal texture filename. 
 
 This is all well in theory, but how do I implement it (I am still a rookie). 
 Can anyone help me on this?
 
 BTW: I know that there are several techniques to produce good looking thermal 
 signatures using 

Re: [osg-users] OpenSceneGraph reference guide documentation pagesupdate for 2.8.0

2009-02-13 Thread Paul Martz
Geometry is missing from the list of classes in the osg library...?
ShapeDrawable is there, so this isn't caused solely by being derived from
Drawable...

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, February 13, 2009 5:27 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph reference guide documentation
pagesupdate for 2.8.0

Hi All,

I've just completed updated the ref guide pages on wiki for the 2.8.0, you
can browse the pages from:

  http://www.openscenegraph.org/projects/osg/wiki/Support/ReferenceGuides

Robert.
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Re: [osg-users] OpenSceneGraph reference guide documentation pagesupdate for 2.8.0

2009-02-13 Thread Robert Osfield
Hi Paul,

On Fri, Feb 13, 2009 at 6:42 PM, Paul Martz pma...@skew-matrix.com wrote:
 Geometry is missing from the list of classes in the osg library...?
 ShapeDrawable is there, so this isn't caused solely by being derived from
 Drawable...

I found Gometry in the list of osg namespace classes page, as we as
the overall classes page, it takes me to this page:

   
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00267.html


So all looks OK to me.

Robert.
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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-13 Thread Robert Osfield
Hi Paul,

Earlier today I did some clean up work on the contents of downloads
directory, reorganising the stable_release directory so that it
contains all the OpenSceneGaph-version directories right back to 1.0,
with each directory containing a source, binaries, documentation and
data directories.  Not all the releases had all the binaries
available, nor had specific directories or docs so some of these
directories as absent.

I've made this change to try an keep everything related to a release
in a single directory section, rather having all the docs, source,
data and binaries all dispersed everywhere.

While this new structure might be more logical for new users coming to
the project, links to the old directories will now be broken.  My
thought was to find out what links exist and then create symbolic
links to the new directories so that we don't need to maintain two
versions of the data.  Could you list what links you have in the
existing book, both on the binaries, source and data front.  It'd also
be worth deciding what the new links should be in the revision of the
book.

I recall there was an earth dataset that you linked to original Quick
Start Guide, but I don't believe this exists on the server since our
migration of server a couple of years back.  Could you list what you
need and we then upload something appropriate to the server in the
right place.

Cheers,
Robert.

Robert.
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Paul Martz
Wow! This is unexpected. I've been preparing to launch my own blog and
discussion board hosted at skew-matrix.com.

I had assumed you would never go for something like this, based on posts
I've seen from you in the past, which is why I didn't contact you to
collaborate. I had you solidly pegged as a mail-list, osg-users-only kind of
guy. :-)

I think I'll still proceed with my plans, though, as I'm intending to create
a blog and forum for both OSG and OpenGL discussion.

Watch for an announcement here when this goes live.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, February 13, 2009 6:13 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph Blog goes live!

Hi All,

Jose Luis kicked things off with creating a blog on openscenegraph.org for
discussing the server status, which in turn gave me the kick I need to start
up a developer blog for the project.  Rather than have two different blog
we've gone for a single blog, which you can find
at:

   http://blog.openscenegraph.org/

This is my first foray into blogging so be gentle!  Potentially we can have
others posting entries into the blog too, so it needn't be just an avenue
for Jose L. and myself to present news/thoughts.

Robert.
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Re: [osg-users] OpenSceneGraph reference guide documentationpagesupdate for 2.8.0

2009-02-13 Thread Paul Martz
Geometry is present. My mistake.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, February 13, 2009 12:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph reference guide
documentationpagesupdate for 2.8.0

Hi Paul,

On Fri, Feb 13, 2009 at 6:42 PM, Paul Martz pma...@skew-matrix.com wrote:
 Geometry is missing from the list of classes in the osg library...?
 ShapeDrawable is there, so this isn't caused solely by being derived 
 from Drawable...

I found Gometry in the list of osg namespace classes page, as we as the
overall classes page, it takes me to this page:

 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a002
67.html


So all looks OK to me.

Robert.
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Re: [osg-users] OSG Quick Start Guide: picking example - memoryleak?

2009-02-13 Thread Paul Martz
Exactly correct. See the example and last paragraph at the bottom of p35 for
a discussion of this usage.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Hrenka
Sent: Friday, February 13, 2009 1:08 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG Quick Start Guide: picking example -
memoryleak?

Hi Cristian,

Christian schrieb:
 hi, i'm new to OSG so i started with reading the Quick-Start-Guide.
 
 In the last example of the book (Picking) heap memory is allocated in a
memberfunction which is being called in case of a certain mouseevent. A
normal pointer (picker)  and not a smartpointer is used to reference it -
wouldn't this yield to a memory leak, because, at least, in application code
i can't see any delete picker statement?

This code has no memory leak because the IntersectionVisitor stores the
picker as a ref_ptr internally (in a std::list of ref_ptr).
As the IntersectionVisitor itself is allocated on the stack it will be
deleted on exiting its scope and the PolytopeIntersector's refcount will
reach 0 and it will be deleted.

This is common idiom in OpenSceneGraph. When you know that you will pass a
newly created object to another object that will keep a ref_ptr on it, you
can allocate it as a plain pointer. This will save 2 ref-count operations
and saves a bit typing work. But when in doubt (and when it is not
performace-critical) it is better to use ref_ptr.

 
 Code:
 
 // Perform a pick operation.
 bool pick( const double x, const double y,
 osgViewer::Viewer* viewer )
 {
 if (!viewer-getSceneData())
 // Nothing to pick.
 return false;
 
 double w( .05 ), h( .05 );
 osgUtil::PolytopeIntersector* picker =
 new osgUtil::PolytopeIntersector(
 osgUtil::Intersector::PROJECTION,
 x-w, y-h, x+w, y+h );
 
 osgUtil::IntersectionVisitor iv( picker );
 viewer-getCamera()-accept( iv ); ...
 
 
 
 
 Another question i have is:
 
 Why is it even necessary to create the PolytopeIntersector at heap and not
simply at the stack of the pick memberfunction, like done with the
IntersectionVisitor? As far as i understand this example, none object inside
the memberfunction has to store any value/state/node/etc. till a possibly
next call, all work is done within the call and the return value is only
TRUE/FALSE; so the memory cleanup could be done implicit with leaving the
scope of the memberfunction.
 
 Thanks in advance,
 christian

Cheers

Peter
--
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Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board:
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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-13 Thread Paul Martz
Hi Robert -- Thanks for the cleanup, this is great organization.

I recall being kind of strict about _not_ including links deeper than
openscenegraph.org. The planet database, for example, is not in the text
(but I know you recently posted one to demo the curl plugin and your
DatabasePager mods for 2.8, so I could give a link to that if it's still
there).

Should I still cite www.openscenegraph.org as the main wiki page? I see it
is only a redirector now.

Anyhow, links deeper than www.openscenegraph.org do exist in the text, and
they are as follows:

  Subscribing to the mail list:
http://www.openscenegraph.org/mailman/listinfo/osg-users

  Professional Support:
http://www.openscenegraph.org/osgwiki/pmwiki.php/Support/Support

  Mac OS X tips:
http://www.openscenegraph.org/index.php?page=Tutorials.MacOSXTips

So these are the ones I need.

I'll update the first two URLs to the new addresses as I continue with my
2.8 revision.

For the Mac tips link, does it still exist and is it still useful
information for OSG 2.8? If not, I'll just cut it from my new revision. Last
time we did an OS survey, Mac users accounted for 10% of our community,
putting them third on the totem pole...

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, February 13, 2009 12:21 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Books (was: RE: Number of contributors)

Hi Paul,

Earlier today I did some clean up work on the contents of downloads
directory, reorganising the stable_release directory so that it contains all
the OpenSceneGaph-version directories right back to 1.0, with each directory
containing a source, binaries, documentation and data directories.  Not all
the releases had all the binaries available, nor had specific directories or
docs so some of these directories as absent.

I've made this change to try an keep everything related to a release in a
single directory section, rather having all the docs, source, data and
binaries all dispersed everywhere.

While this new structure might be more logical for new users coming to the
project, links to the old directories will now be broken.  My thought was to
find out what links exist and then create symbolic links to the new
directories so that we don't need to maintain two versions of the data.
Could you list what links you have in the existing book, both on the
binaries, source and data front.  It'd also be worth deciding what the new
links should be in the revision of the book.

I recall there was an earth dataset that you linked to original Quick Start
Guide, but I don't believe this exists on the server since our migration of
server a couple of years back.  Could you list what you need and we then
upload something appropriate to the server in the right place.

Cheers,
Robert.

Robert.
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Art Tevs
Wow, Paul.

Do you really think we need one forum more ;) ? There were already couple of 
times a discussion about a forum use and the result of that discussion was, 
that only mailing list will survive (ok, as long as Robert happy with using 
list only ;) ). So, there is now a forum, which offers an interface to OSG 
mailing list as also can be used as just a forum. There exists also couple of 
other places, where some kind of OSG forum is in use (e.g. 
http://www.3drealtimesimulation.com/3dsceneBB and 
http://www.osghelp.com/forum/index.php). So you want to have just the next one, 
or what is the reason for that?

cheers,
art
[/url]

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http://osgforum.tevs.eu/viewtopic.php?p=6795#6795





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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Robert Osfield
Hi Paul,

On Fri, Feb 13, 2009 at 7:26 PM, Paul Martz pma...@skew-matrix.com wrote:
 Wow! This is unexpected. I've been preparing to launch my own blog and
 discussion board hosted at skew-matrix.com.

 I had assumed you would never go for something like this, based on posts
 I've seen from you in the past, which is why I didn't contact you to
 collaborate. I had you solidly pegged as a mail-list, osg-users-only kind of
 guy. :-)

I haven't been against doing a blog, just never had the time to go
learn about it and set it up.  Jose Luis step it up, and now I've got
the release out I've got a bit more scope to learn.  I think a blog
from myself was actually long overdue.  I do keep the list pretty up
to date on what I'm up to, but it's not as easy to follow as a diary
style reporting that a blog can facilitate.

I'm still keen on keeping single source for OSG discussion, the new
forum that Art has set up fit's in nicely with this as the two are
kept in sync automatically, for both mailing list and forum users it
just seems like everybody just uses a forum or a mailing list, so we
have the convenience to end uses, but we also don't spread the
community different communication routes.  I don't have time to deal
with two sets of public support routes, and no doubt everyone else in
a similar boat, so the combined mailing list/forum is a great solution
- you get the benefits without the downsides.

 I think I'll still proceed with my plans, though, as I'm intending to create
 a blog and forum for both OSG and OpenGL discussion.

Having multiple blogs is good, lots of different view points and
updates are good.  I don't feel that having multiple OSG forums is
good though, as it just spreads the community out and confuses things
for end users, do they go for the list, or one of the forums...

One of the items on my TODO list is to set up a
forum.openscenegraph.org subdomain, and have this point to Art's
forum.  It might be that as some point Art might be happy to move the
forum to the new virtual server.  Now we have complete control of the
server we have a lot more flexibility in what software we install and
what services we provide.

Just got Art's email on this thread... chimes in with my own points
above.  We don't need multiple forums in one forum is up to the task,
and I'd add the my long running hurdle for a forum was
interoperability with the mailing list is what qualifies a forum as
being up to the task.

Cheers,
Robert.
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Paul Martz
The OSG community might not need it, but I need it.

I'm not attempting to create the be-all end-all OSG discussion forum. The
main purpose is a central discussion forum for my own clients and customers
to discuss use of my software projects, and the secondary purpose will be to
blog and discuss OSG and OpenGL (which my projects are based on).

You don't have to join. :-)

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: Friday, February 13, 2009 12:53 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenSceneGraph Blog goes live!

Wow, Paul.

Do you really think we need one forum more ;) ? There were already couple of
times a discussion about a forum use and the result of that discussion was,
that only mailing list will survive (ok, as long as Robert happy with using
list only ;) ). So, there is now a forum, which offers an interface to OSG
mailing list as also can be used as just a forum. There exists also couple
of other places, where some kind of OSG forum is in use (e.g.
http://www.3drealtimesimulation.com/3dsceneBB and
http://www.osghelp.com/forum/index.php). So you want to have just the next
one, or what is the reason for that?

cheers,
art
[/url]

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http://osgforum.tevs.eu/viewtopic.php?p=6795#6795





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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Art Tevs
Hi all,


Robert Osfield wrote:
 
 One of the items on my TODO list is to set up a
 forum.openscenegraph.org subdomain, and have this point to Art's
 forum.  It might be that as some point Art might be happy to move the
 forum to the new virtual server.  Now we have complete control of the
 server we have a lot more flexibility in what software we install and
 what services we provide.
 


We do not even need to move the forum to another vserver, because one can setup 
apache/DNS in the way, so that it hosts the OSG forum on 
forum.openscenegraph.org. If you have access to the DNS-Records of your current 
virtual host, then just setup the forum. subdomain to point on the IP-Adress of 
current forum's server (78.46.220.153). In this way we do not have a lot of 
problems when moving the forum and also spread the responsibility to according 
admins ;)

cheers

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6798#6798





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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-13 Thread Robert Osfield
Hi Paul,

On Fri, Feb 13, 2009 at 7:52 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi Robert -- Thanks for the cleanup, this is great organization.

That's a relief that you find it better, sometimes ideas make sense to
oneself, but in the cold light of day and a fresh perspective of
others its reveal as dumb as bricks :-)

 I recall being kind of strict about _not_ including links deeper than
 openscenegraph.org. The planet database, for example, is not in the text
 (but I know you recently posted one to demo the curl plugin and your
 DatabasePager mods for 2.8, so I could give a link to that if it's still
 there).

The database is still available, and works just fine with 2.8.

 osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive

The database requires non power of two texture support on the graphics
card which make not it ideal for running on all machines - the
database is the proof of concept test of the work I did on
compressing/decompressing paged data so might be a bit too bleeding
edge for mention in the QuickStartGuide.

I, or others, could easily build another database that is less
bleeding edge.  Anybody got some publically available high res data
they can build an whole earth model from.  Even any other planet/moon
if you have the data :-)


 Should I still cite www.openscenegraph.org as the main wiki page? I see it
 is only a redirector now.

I think that would be best.  We may change wiki down the road, or mix
conventional web pages with wiki done for only sections of the
website.

Perhaps if we can pick standard directories on the server that server
can redirect to the appropriate page on the wiki.


 Anyhow, links deeper than www.openscenegraph.org do exist in the text, and
 they are as follows:

  Subscribing to the mail list:
http://www.openscenegraph.org/mailman/listinfo/osg-users

  Professional Support:
http://www.openscenegraph.org/osgwiki/pmwiki.php/Support/Support

  Mac OS X tips:
http://www.openscenegraph.org/index.php?page=Tutorials.MacOSXTips

 So these are the ones I need.

 I'll update the first two URLs to the new addresses as I continue with my
 2.8 revision.

 For the Mac tips link, does it still exist and is it still useful
 information for OSG 2.8? If not, I'll just cut it from my new revision. Last
 time we did an OS survey, Mac users accounted for 10% of our community,
 putting them third on the totem pole...

The old pmkwiki references will now be broken.

Subscription to the lists will be via lists.openscenegraph.org and the
forum (coming soon) we be via forum.openscenegraph.org.  Blog is
obviously now blog.openscenegraph.org.

The deep linking to parts of www.openscenegraph.org would need to be
by agreed directory names and with server redirect added to hide that
the page is actually located on the wiki.  We you get to the point of
revising the URL's please just shout when you need something tweaked
on the server to make it easier for you.

Robert.
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[osg-users] notify messages and console-less Windows apps

2009-02-13 Thread Cory Riddell
What happens to osg::notify() messages when the application has no
console. For example, osgviewerMFC.exe. If you run it with
OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
where they are going? Is there a way to specify a log file rather than
stdout / stderr for the notificaitons?

cory
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Re: [osg-users] notify messages and console-less Windows apps

2009-02-13 Thread Cory Riddell
I wrote:
 What happens to osg::notify() messages when the application has no
 console. For example, osgviewerMFC.exe. If you run it with
 OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
 where they are going? Is there a way to specify a log file rather than
 stdout / stderr for the notificaitons?
   
Of course, I found the answer 20 minutes after posting the question.

A method that worked for me is on this page:
  http://www.codeproject.com/KB/debug/mfcconsole.aspx
Look in the comments for the title Even Easier Way. Worked like a charm.

Cory
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[osg-users] osgManipulator TabPlaneDragger bug?

2009-02-13 Thread Jonathan Lewis
Hi all,

This is my first post, so first of all let me just say thank you to all of
you that have put OpenSceneGraph together.  I work with it every day in my
job and it is a fantastic library.

Here's my question/bug: we're using osgManipulator here, and it appears that
the TabPlaneDragger broke in release 2.8.0.  The tabs on the corners of the
dragger now seem to be stuck in a little clump in the middle.  You can see
this by simply running the osgManipulator example app.

So far I've traced the problem to the osgManipulator::AntiSquish node being
used in the createHandleScene() method in TabPlaneDragger.cpp (line 73).  If
you leave that node out, you of course don't get anti-squish behavior, but
the tabs also go back to where they're supposed to be.

Thanks,
Jonathan Lewis
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Re: [osg-users] Dragger rendering issue

2009-02-13 Thread Ruqin Zhang
Hi Chris,

Thanks for the example code. It's really good that I can see the dragger
rendered on top of the scene. While, seems I cannot move or even juct select
the dragger.
Is there any problem with it? Anyone know the problem? Thanks a lot!

Ruqin

On Wed, Jan 28, 2009 at 3:46 AM, Chris Denham c.m.den...@gmail.com wrote:

  Hi Ruqin,
 I have attached an example VC2005 project that I put together whilst
 working on this.
 At some point I'd like to formally submit it as an example to OSG but it
 probably needs a bit more 'polishing' before Robby would be let in ;-).
 I built the example against a modified OSG 2.6 so you may need to build
 against the trunk to get the fix for subgraph relative camara problems.
 But in any case, I hope the source code gives you food for thought.
 Note that if you get my example to work, the translate, rotate and scale
 draggers are activated by pressing 'w' 'e' 'r' respectively, and view
 rotation is enabled by holding down alt key. My objective in the project was
 to create an interface similar to my favourite 3D modelling pakage... Maya.
 Chris.

  - Original Message -
 *From:* Ruqin Zhang ruzh...@gmail.com
 *To:* Chris Denham c.m.den...@gmail.com
   *Cc:* osg-users@lists.openscenegraph.org
 *Sent:* Tuesday, January 27, 2009 11:29 PM
 *Subject:* Re: [osg-users] Dragger rendering issue

 Hi Chris, can I have a look of the chunk of code you mentioned? Thanks a
 lot!

 Ruqin

 On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham c.m.den...@gmail.comwrote:

 Have you tried my earlier suggestion?i.e.  adding a post render camera
 just above the dragger.
 Can be a bit fiddly to manage the scenegraph, so might be worth trying any
 other ideas first.
 But I can give you some code snippets if you want to try it.
 Chris.

 - Original Message - From: Ruqin Zhang
 To: Chris Denham ; osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 4:45 PM

 Subject: Re: [osg-users] Dragger rendering issue


 Thank you guys! I tried the idea of turning off the depth test. It works
 ok but not perfect. Just as Chris mentioned, there is some rendering problem
 of the dragger geometries. Anyone has idea of solving this problem? Thanks
 again!

 Ruqin


 On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham c.m.den...@gmail.com
 wrote:

 Hi Ruqin,
 Just wanted to add to this as Robert and JS suggested switching off the
 depth test for the dragger.
 I have actually tried that and found the results less than ideal for the
 normal dragger geometries.
 The problem is that the parts of the dragger geometries may not render
 correctly over each other with depth test off.
 Chris.

 - Original Message - From: Chris Denham c.m.den...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 9:33 AM
 Subject: Re: [osg-users] Dragger rendering issue



 Hi Ruqin,
 I had the same problem with Draggers, and the solution was to put the
 dragger object in the scenegraph below a post render camera.
 This works well for me as I can now also drag the selected object when it
 is behind other objects in the scene. To do this you may need a version of
 OSG later that 2.6 though, because I had some problems in relation to
 transforms and subgraph cameras which Robert helped me to fix.
 The other 'enhancement' I made was to add an autotransform node to keep
 the dragger geometry the same size on the screen regardless of the
 size/scale of the object.
 Chris.


 Date: Mon, 26 Jan 2009 17:47:44 -0600
 From: Ruqin Zhang ruzh...@gmail.com
 Subject: [osg-users] Dragger rendering issue
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,


 I got an issue about osgManipulator::dragger. When I set up a dragger,
 sometime it just hide (totally or partially) inside the selected object.
 So,
 I am wondering if there is some sort of way that I could always force the
 dragger rendered on top of the selected object to make it fully visible to
 user? Thanks a lot!


 Ruqin





-- 
Research Assistant
Human Computer Interaction Program
Virtual Reality Applications Center(VRAC)
Iowa State University
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Re: [osg-users] Dragger rendering issue

2009-02-13 Thread Chris Denham
Hi Ruqin,
Which version of OSG are you building my example against?
It sounds like you may be having the 'subgraph relative camera problem' I 
hinted at below.
This problem can affect the location and picking of things below the subgraph 
camera, so you won't be able to use the example with an unmodified OSG2.6
I think Robert put in a fix to help with this after OSG 2.6 but I can't 
remember the detail. 
I could probably did out the OSG changes required if necessary, but best to 
avoid patching OSG if possible.
Cheers.
Chris.
  - Original Message - 
  From: Ruqin Zhang 
  To: Chris Denham ; OpenSceneGraph Users 
  Sent: Friday, February 13, 2009 10:56 PM
  Subject: Re: [osg-users] Dragger rendering issue


  Hi Chris,

  Thanks for the example code. It's really good that I can see the dragger 
rendered on top of the scene. While, seems I cannot move or even juct select 
the dragger.
  Is there any problem with it? Anyone know the problem? Thanks a lot!

  Ruqin


  On Wed, Jan 28, 2009 at 3:46 AM, Chris Denham c.m.den...@gmail.com wrote:

Hi Ruqin,
I have attached an example VC2005 project that I put together whilst 
working on this.
At some point I'd like to formally submit it as an example to OSG but it 
probably needs a bit more 'polishing' before Robby would be let in ;-).
I built the example against a modified OSG 2.6 so you may need to build 
against the trunk to get the fix for subgraph relative camara problems.
But in any case, I hope the source code gives you food for thought.
Note that if you get my example to work, the translate, rotate and scale 
draggers are activated by pressing 'w' 'e' 'r' respectively, and view rotation 
is enabled by holding down alt key. My objective in the project was to create 
an interface similar to my favourite 3D modelling pakage... Maya.
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Ulrich Hertlein

On 14/2/09 1:13 AM, Robert Osfield wrote:

On Fri, Feb 13, 2009 at 2:00 PM,suky0...@free.fr  wrote:

Very nice :) However, the blog says ...will be a place for OpenSceneGraph
developers/contributors to post news. But who have write access?


Just me and Jose L. right now.  It does look I can add others to enable them to 
log in.
Good candidates for others who would be appropriate to get a log into be able 
to post
would be project leads of various 3rd party NodeKits, or major contributors.  
If you'd
like to be able to post to the blog please just raise you hand.


Forgive my scepticism but isn't this a bit like the mailinglist-vs-forum 
discussion?

(IMHO the cross-posting from/to the forum has solved that problem admirably, satisfying 
both camps.)


Will the blog be another place to visit/watch for information on OSG?  Yes I know RSS 
makes it almost trivial to check but still: what information will be posted on the blog 
and what on the mailing list?


I don't mean to throw a spanner in the works, I believe blogs are good media for 
one-to-many communication but rather not so much for discussions.


Cheers,
/ulrich
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-13 Thread Paul Speed



Ulrich Hertlein wrote:

On 14/2/09 1:13 AM, Robert Osfield wrote:

On Fri, Feb 13, 2009 at 2:00 PM,suky0...@free.fr  wrote:
Very nice :) However, the blog says ...will be a place for 
OpenSceneGraph

developers/contributors to post news. But who have write access?


Just me and Jose L. right now.  It does look I can add others to 
enable them to log in.
Good candidates for others who would be appropriate to get a log into 
be able to post
would be project leads of various 3rd party NodeKits, or major 
contributors.  If you'd

like to be able to post to the blog please just raise you hand.


Forgive my scepticism but isn't this a bit like the mailinglist-vs-forum 
discussion?


(IMHO the cross-posting from/to the forum has solved that problem 
admirably, satisfying both camps.)


Will the blog be another place to visit/watch for information on OSG?  
Yes I know RSS makes it almost trivial to check but still: what 
information will be posted on the blog and what on the mailing list?


I don't mean to throw a spanner in the works, I believe blogs are good 
media for one-to-many communication but rather not so much for discussions.


Cheers,
/ulrich


I had the same question... so I'm glad someone asked.  Despite my best 
intentions, I never end up checking forums/blogs/rss regularly where as 
mailing list traffic comes to me and can't be missed.


One of these days, I'll setup my RSS traffic to e-mail me...
-Paul

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