Re: [osg-users] OSG Quick Start Guide: picking example - memory leak?
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 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 release - adds character
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with registering an osgManipulator with viewer.addEventHandler() after calling viewer.run()
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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
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. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6732#6732 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This email has been scanned for all known viruses by the MessageLabs Email Security System. Please help out the environment by only printing this e-mail if absolutely necessary - Thank You. This email has been scanned for all known viruses by the MessageLabs Email Security System. Systems Engineering Assessment Ltd - Beckington Castle, 17 Castle Corner, Beckington, Frome, Somerset, BA11 6TA, UK is registered in England and Wales with the company number 2430846. The contents of this email (including any attachments) are confidential and may be legally privileged. If you are not the intended recipient of this email any disclosure, copying, distribution or use of its contents is strictly prohibited. You should notify the sender immediately and then delete it (including any attachments) from your system. Please help out the environment by only printing this e-mail if absolutely necessary - Thank You. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This email has been scanned for all known viruses by the MessageLabs Email Security System. Please help out the environment by only printing this e-mail if absolutely necessary - Thank You. This email has been scanned for all known viruses by the MessageLabs Email Security System. Systems Engineering Assessment Ltd - Beckington Castle, 17 Castle Corner, Beckington, Frome, Somerset, BA11 6TA, UK is registered in England and Wales with the company number 2430846. The contents of this email (including any attachments) are confidential and may be legally privileged. If you are not the intended recipient of this email any disclosure, copying,
[osg-users] OpenSceneGraph reference guide documentation pages update 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] slight problem of image distortion with osgVolume
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] slight problem of image distortion with osgVolume
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 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6755#6755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How could I get the right world coordinate?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Duplicate dylib warnings on 2.8 OSX build
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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::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
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!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About game source!
I think that flight gear also uses OSG? Regards Dirk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 release - adds character
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 ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About game source!
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Duplicate dylib warnings on 2.8 OSX build
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo : Meaning of field sequential, I-visor
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] inverse shadows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem
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 classs 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 hasnt 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 downI do EXACTLY the same as how its 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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] inverse shadows
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 -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash in PerContextProgram destructor
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FW: Swapping Textures for Thermal Signatures
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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph reference guide documentation pagesupdate 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/a00267.html So all looks OK to me. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph reference guide documentationpagesupdate for 2.8.0
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Quick Start Guide: picking example - memoryleak?
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 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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] -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6795#6795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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] -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6795#6795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] notify messages and console-less Windows apps
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] notify messages and console-less Windows apps
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgManipulator TabPlaneDragger bug?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dragger rendering issue
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. Chris.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org