Re: [osg-users] Load balancing on multiple cores

2010-03-19 Thread J.P. Delport

Hi Jesse,

Jesse Stimpson wrote:
I feel that we're diverging from what I think is most perplexing about 
what I'm seeing. When I restrict the process to use less cores, I get 
increased rendering performance. This is what leads me to believe there 
are some load-balancing issues.


yes, and it would be difficult to see what causes it. Is it OSG, the 
OpenGL driver or your OS? Unfortunately there is no magic way to get the 
balance right on all hardware combos. You'll just have to experiment and 
use what works best in your situation.




Also, if I have the OSG process set to both cores and I run another 
single-threaded process in the background, the other process gets 
assigned to one core, and OSG rendering speeds up, presumably because it 
is being processed mainly on a single core.


you might find this interesting:
http://igoro.com/archive/gallery-of-processor-cache-effects/



I've been playing with the OSG threading models as well. In debug, 
SingleThreaded mode seems to run the best on my machine. Is there 
documentation on the implications of the threading models? 


Not explicitly that I know of. A search in the archives for the long 
names should get you some discussions.


If I 
understand correctly, SingleThreaded means only the rendering is 
single threaded, and the database pager is still a separate thread. Is 
this right? Are reasons we shouldn't consider using SingleThreaded mode?


No, use whatever works best for you. We are using SingleThreaded for 
some of our apps, because they are just a small part of a larger 
application and we can't use all the resources in the machine for 
rendering. See also this:


http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52734

rgds
jp



Thanks,
Jesse




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Re: [osg-users] Increase image-quality - increase 'Draw' time

2010-03-19 Thread Rick Appleton
Thank you both for your replies.

I think this little bit from Robert might be the issue:

robertosfield wrote:
 However, if OpenGL FIFO fills up because the rate at which you are pushing 
 data into it exceeds the rate at which it's been emptied then the application 
 thread will stall and the draw dispatch times will go up.  Sometimes you can 
 see some rather no linear draw dispatch times due to small changes in load on 
 the GPU suddenly causing the app to stall.  Even when this happens there is 
 still a bit of leeway before
 you start dropping frames.
 

The workload on the GPU has increased, and I can only assume that it's now not 
processing the commands as fast as it used to. So since the output is taking 
longer, and the input is equal, the driver will need to wait for the queue to 
empty a bit every now and then.

We're not changing the amount of data read back from the GPU (I doubt we even 
read back anything), I'm not changing anything in the program.

Brian, if I'm locked to VSync (which I'm not in my test case), and the GPU has 
more work to do than the CPU, I do NOT expect the command submissions to take 
longer if I enable these quality options. I'm sending the exact same amount of 
data and commands, so why would the driver suddenly take longer to queue those 
commands? The GPU will of course need more time to execute those commands, but 
I wasn't expecting that to show up under the 'Draw' time, since that time is 
the 'GPU' time.

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Re: [osg-users] MetaFlight loader

2010-03-19 Thread Trajce (Nick) Nikolov
Hi Karl,

I ended up with DART from Presagis and converted the metaflight into
terrapage. Now I can have huge database runing on solid 60 Hz that Vega was
not able to even display it. I wrote couple of OpenFlight processing tools
to support this conversion though, and from what I experienced, there are
some precision problems with connecting tiles where the projection is stored
in the db header in the openflight. I used proj4 lib and looks like only
Presagis Creator and Creator Terrain Studio can match these correctly,
TerraVista and proj4 can not match the tiles correctly. So my approach to
have huge metaflight database running in osg is half automated with custom
openflight processing tools, half manual with Creator to prepare the data
for DART. So I gave up now of writing the metaflight loader



-Nick


On Wed, Mar 17, 2010 at 1:39 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 I am on it these days. Expect to have something in a week or so

 -Nick



 On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote:

 Hi,

 I would be very interested in a meta flight loader for OSG.
 Have you made any progress so far?


 ...

 Cheers,
 karl

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[osg-users] light multi-parenting

2010-03-19 Thread PCJohn

Hi,

I reached some difficulties with handling of lights when I was 
considering some improvements to osgShadow, like multiple light sources:


1. single light source object can be placed two times to the scene. 
Because of multi-parenting, the light may have two different 
transformations. Although one object and one unique pointer, it 
identifies two light sources, thus it is not unique light 
identification. When current implementation of 
ShadowMap::setLight(light) sets the light for shadows, which one of the 
two should cast the shadows? Definitely, not both of them, at least not 
with the current light implementation.


Options:

- The most robust approach is to use paths, identifying the node path 
down in the scene graph to the light. This would allow proper identity 
of multiple-parented objects and position of the light would be given by 
the transformations on the path.


- Another approach may use just the first or the last light occurence in 
the scene graph.


- cull-time approach may use first or last occurence of the light in the 
RenderStage::PositionalAttributeList.


- any other options?

The first most robust approach is used by Open Inventor and it works 
pretty good, although it may be considered overkill by some people.


My current preference is to use the first position of the light in the 
scene graph (retrieved from RenderStage::PositionalAttributeList, 
because it is used in cull-time), and to silently keep all the remaining 
light occurrences in the scene graph on the same position. When an user 
will need lights on different positions, he will just create copies of 
the same light.


2. LightSource question: I was always wondering why there are two light 
classes - osg::Light and osg::LightSource - and not just one. Is the 
only purpose for having both osg::Light and osg::LightSource the ability 
of LightSource to specify ReferenceFrame? Apparently, osg::Light as 
Attribute can not have reference frame. Any other reasons, or am I 
missing something?


Thanks,
John
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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Michael Platings
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
 wrote:

 One possible stumbling point is that we already use boost in our software,
 so the Collada plugin would have to be built with the same version, but I
 guess it should work.


No, you don't need to worry about this. How you use boost elsewhere is
unimportant, you should build Collada with the boost version it comes with,
it won't affect anything else.


  with the exception of the one that uses morphing (AKA vertex blending).


 What was the problem there? Are you talking about hardware skinning or
 something else? If we were to use osgAnimation and the Collada plugin to
 feed it data, we'd definitely want to use hardware skinning, but I would
 think that's orthogonal to how the data is read and given to osgAnimation?


Something else: http://en.wikipedia.org/wiki/Morph_target_animation
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[osg-users] Warning: TangentSpaceGenerator: unknown primitive mode 9

2010-03-19 Thread Frederic Bouvier
Hi,

it looks like TangentSpaceGenerator doesn't support POLYGON (mode 9), and 
outputs this warning.
Is there a possibility that the tangent could be computed for polygons ?

Thank you,
-Fred
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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Serge Lages
Hi,

I can confirm that currently getting and building the Collada DOM is really
trivial on Windows, and then having the dae plugin building is also very
simple :

- Download
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download
- Build the DOM using VS
- then set the CMAKE variables COLLADA_INCLUDE_DIR and
COLLADA_DYNAMIC_LIBRARY (pointing to libcollada14dom21.lib)

Cheers,

On Fri, Mar 19, 2010 at 10:40 AM, Michael Platings mplati...@gmail.comwrote:



 On 18 March 2010 19:50, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 One possible stumbling point is that we already use boost in our software,
 so the Collada plugin would have to be built with the same version, but I
 guess it should work.


 No, you don't need to worry about this. How you use boost elsewhere is
 unimportant, you should build Collada with the boost version it comes with,
 it won't affect anything else.


  with the exception of the one that uses morphing (AKA vertex blending).


 What was the problem there? Are you talking about hardware skinning or
 something else? If we were to use osgAnimation and the Collada plugin to
 feed it data, we'd definitely want to use hardware skinning, but I would
 think that's orthogonal to how the data is read and given to osgAnimation?


 Something else: http://en.wikipedia.org/wiki/Morph_target_animation

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Re: [osg-users] helps! using mingw compile vpb, link problem.

2010-03-19 Thread Zou Wan
I have updated mingw gcc and still same error. 

I try to compile vpb under my vmware ubuntu and no link error.

I think may be I should work under linux environment !


I have attached the openthreads I generated using svn osg code,  I think there 
may have some error in it.

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Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-19 Thread Jean-Sébastien Guay

Hi Kim, Chris,


I have a feeling that it might be to do with the number of variables in
the shader rather than the MRT though as I think Umit had the same
problem a while back.


That's probably the case, the 7 series cards support less uniform 
variables per shader, and if I remember well we were at the limit 
already in the ocean_scene shader, so perhaps the recent modifications 
(transparent ocean surface) put us over the limit.


As I said I don't have access to a 7 series card anymore (well I do but 
I'd have to swap it into a machine) so someone with one of those cards 
should really debug this.


J-S
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Re: [osg-users] unsubscribe

2010-03-19 Thread Jean-Sébastien Guay

Hello Zhang,


/unsubscribe/


...


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The link at the bottom of each message is the way to unsubscribe yourself.

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Re: [osg-users] light multi-parenting

2010-03-19 Thread Jean-Sébastien Guay

Hi John,

I can't really help with the crux of your question, but I was wondering 
about one thing:



1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
identifies two light sources, thus it is not unique light
identification.


How do you give a single light source two different OpenGL light IDs? Or 
do you manage that all in shaders, thus without the restrictions of 
light IDs?


As I understand it, if we're on the fixed pipeline then multi-parenting 
lights wouldn't make sense because the light would still have only one 
ID, and the traversal would just use the last (first?) transformation 
when sending that light's state each frame. How would you handle this?


I think you're concentrating on an edge case. It's much easier to 
concentrate on the general case, which is that you'll have multiple 
unique lights in the scene, each with only one parent and one OpenGL 
light ID.


Just curious.

J-S
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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Jean-Sébastien Guay

Hi Michael,


No, you don't need to worry about this. How you use boost elsewhere is
unimportant, you should build Collada with the boost version it comes
with, it won't affect anything else.


But then if we distribute our app, we'll have to distribute multiple 
versions of boost won't we? Or does the Collada lib link statically with 
boost and never pass boost pointers across DLL boundaries?



Something else: http://en.wikipedia.org/wiki/Morph_target_animation


OK good to know. Thanks.

J-S
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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Serge Lages
Hi JS,

Collada links statically, you'll don't have to provide Boost dlls, you only
need to provide libxml2.dll with the collada dll.

Cheers,

On Fri, Mar 19, 2010 at 1:39 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Michael,


  No, you don't need to worry about this. How you use boost elsewhere is
 unimportant, you should build Collada with the boost version it comes
 with, it won't affect anything else.


 But then if we distribute our app, we'll have to distribute multiple
 versions of boost won't we? Or does the Collada lib link statically with
 boost and never pass boost pointers across DLL boundaries?


  Something else: http://en.wikipedia.org/wiki/Morph_target_animation


 OK good to know. Thanks.

 J-S
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[osg-users] Web site / wiki

2010-03-19 Thread Jean-Sébastien Guay

Again with the database / Trac errors:

Traceback (most recent call last):
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in 
send_error

'text/html')
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, 
in render_template

data = self.populate_data(req, data)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, 
in populate_data

d['chrome'].update(req.chrome)
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in 
__getattr__

value = self.callbacks[name](self)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, 
in prepare_request

for category, name, text in contributor.get_navigation_items(req):
  File 
/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 
295, in get_navigation_items

if 'BROWSER_VIEW' in req.perm:
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in 
has_permission

return self._has_permission(action, resource)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in 
_has_permission

check_permission(action, perm.username, resource, perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in 
check_permission

perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in 
check_permission

get_user_permissions(username)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in 
get_user_permissions

for perm in self.store.get_user_permissions(username):
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in 
get_user_permissions

cursor.execute(SELECT username,action FROM permission)
  File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in 
execute

return self.cursor.execute(sql)
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, 
line 58, in execute

args or [])
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, 
line 50, in _rollback_on_error

return function(self, *args, **kwargs)
OperationalError: database is locked


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Re: [osg-users] OSG and vrJuggler

2010-03-19 Thread Todd J. Furlong

Rohit,

There is sample code in VR Juggler of a vrj::osg::App application:
juggler\modules\vrjuggler\samples\OSG\simple\osgNav

If you have any more VR Juggler questions, please post to the VR Juggler 
mailing list - You will find it to be more focused on your topic.

http://groups.google.com/group/vrjuggler-questions

-Todd

On 3/18/2010 1:41 PM, Rohit Vijay Bapat wrote:

Hi,Todd
Thanks for your reply . I have vr juggler configured on my cluster . And I also 
have OpenSceneGraph. But I am not perfectly able to run examples in the 
vrJuggler kit.

I am trying to develop a simple scene using OSG and vrJuggler to run on cluster 
. Can you send a sample code for osg::AppViewer to load a simple model ? So 
that I will get some guide line..
...

Thank you!

Cheers,
Rohit



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Re: [osg-users] light multi-parenting

2010-03-19 Thread Thrall, Bryan
PCJohn wrote on 2010-03-19: 
 2. LightSource question: I was always wondering why there are two light
 classes - osg::Light and osg::LightSource - and not just one. Is the
 only purpose for having both osg::Light and osg::LightSource the ability
 of LightSource to specify ReferenceFrame? Apparently, osg::Light as
 Attribute can not have reference frame. Any other reasons, or am I
 missing something?

osg::Light is a StateAttribute and osg::LightSource is a Group, so Light 
represents the OpenGL state (like the light ID) for a light in the scene, and 
LightSource represents the location of that light (note that LightSource has a 
Light).

HTH,
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bryan.thr...@flightsafety.com
  


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Re: [osg-users] Rendering two scenes at once?

2010-03-19 Thread Adrian Lindberg
Works great! Thanks  8)

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Re: [osg-users] OpenFlight meshing problem

2010-03-19 Thread Brede Johansen
Hi Guy,

 Obviously, the meshed FLT file  could ne invalid, right? So I used a 
 different application (an old 3D Explorer app) to load the meshed version and 
 it works correctly.

 I can't exaplin it.

I'm able to see the mesh (osg  flt) in osgviewer with and without
lighting enabled but that's probably because alpha blend is not
enabled.
With lighting disabled I get a pink tint (1 0 1) on the texture.

It would be interesting to know how other OpenFlight viewers renders this model.


Regards
Brede



On Thu, Mar 18, 2010 at 7:12 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
 I'm hoping that someone can help me with a weird problem I'm having with an 
 openflight terrain I have.

 It seems that when I mesh my terrain (with Multigen Creator 2.5.1)  I can't 
 see it anyore. Note that the problem only occurs when I disable lighting (i.e 
 GL_LIGHTING). However, when I un-mesh the terrain (seperate faces) then it 
 works correctly, regarless of the lighting state.

 I converted the *.FLT to *.OSG so that I can look at the different between 
 the meshed and un-meshed version. What I discovered was that the color array 
 in the meshed version contained invalid RGBA components - they do not 
 correspond to the color set within Creator. The color should be (1,1,1,1) but 
 I'm getting (1,0,1,0). So it's normal that I don't see the terrain because 
 the alpha is 0. The green component also 0, which I can't understand as well.

 For example:


 Code:

      ColorBinding PER_VERTEX
      ColorArray Vec4Array 9
      {
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
        1 0 1 0
      }




 The reason why I want to use the meshed version of the terrain is to improve 
 rendering performance.

 We've isolated the problem in the LocalVertexPool::readRecord() function in 
 the openflight plugin. It seems that the alphaIndex value extracted from 
 the FLT is incorrect (see snipit below).


 Code:

 virtual void readRecord(RecordInputStream in, Document document)
 {
 [...]
            if (mask  HAS_COLOR_INDEX)
            {
                uint32 alphaIndex = in.readUInt32(); [b]//  Bad 
 alphaIndex.[/b]

                int index = alphaIndex  0x00ff;
                uint8 alpha = alphaIndex  24;
                osg::Vec4 color = document.getColorPool()-getColor(index);
                color.a() = (float)alpha/255;
                vertex.setColor(color);

                if (!color.valid())
                {
                    osg::notify(osg::NOTICE)Warning: data error detected in 
 LocalVertexPool::readRecord color=color.r() color.g() 
 color.b() color.a()std::endl;
                }
            }

 [...]
 }




 Obviously, the meshed FLT file  could ne invalid, right? So I used a 
 different application (an old 3D Explorer app) to load the meshed version and 
 it works correctly.

 I can't exaplin it.

 I've attached a snipit of the terrain for you to look at. It contains the 
 following files:

 .\gr01.rgb
 .\gr01.rgb .attr
 .\small_faces.flt           : unmeshed version
 .\small_faces.osg
 .\small_mesh.flt           : meshed version
 .\small_mesh.osg

 Can anyone shed some light of this problem?

 Cheers,
 Guy

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Re: [osg-users] light multi-parenting

2010-03-19 Thread PCJohn

Hi J-S,

1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
identifies two light sources, thus it is not unique light
identification.


How do you give a single light source two different OpenGL light IDs? 
Or do you manage that all in shaders, thus without the restrictions of 
light IDs?

No, because it is one light source, it has one OpenGL ID.
As I understand it, if we're on the fixed pipeline then 
multi-parenting lights wouldn't make sense because the light would 
still have only one ID, and the traversal would just use the last 
(first?) transformation when sending that light's state each frame. 
How would you handle this?
Let's expect a large train station model with many trains, each composed 
of many wagons. The wagons are for passangers and because it is night, 
there are light sources in the wagons. The wagon model is definitely 
loaded from file only once and reused, say hundred times throughout the 
large train station for each wagon (let's expect just one type of 
wagons). And because the light is stored in the wagon model, each wagon 
will use the same light for lighting the interior of the wagon (not 
exterior). The camera can be on any place and I always see through the 
windows of wagons their lit interiors. The same light is instanced using 
multiparenting in all the wagons in the train station, still using the 
same OpenGL ID.


This works perfectly in OSG until I start to think about shadows... :-) 

Maybe, it is a border case, but I wish OSG can handle any scene
If I am designing something, I want to do it in a way to handle most 
possible situations to avoid people having issues.


Hope, there is a solution for it. Thanks for your recent comment.
John
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Re: [osg-users] [osgPlugins] Plugin Error

2010-03-19 Thread Paulo César Roque Gross
Hi,

Didn't someone understand my question?
Please, tell me and I fix!

Thank you!

Cheers,
Paulo

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Re: [osg-users] light multi-parenting

2010-03-19 Thread Jean-Sébastien Guay

Hi John,


This works perfectly in OSG until I start to think about shadows... :-)


Wow, how does it work I wonder? If I were to make a shader, I would 
access light 0's position/direction with gl_LightSource[0].position. I 
thought the light's position was global to the whole scene, but in your 
case, light 0 will have multiple positions... Does that mean that the 
position is changed for each subgraph in which the light is placed? Do 
you put any children under the light source, or how do you determine for 
which subgraph a given light position applies?


I'm really surprised this works. And I agree that getting it to work for 
shadow techniques will be interesting.


J-S
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Re: [osg-users] Web site / wiki

2010-03-19 Thread Roland Smeenk
The wiki/website seems to be down since monday. I already sent Jose Luis an 
e-mail, but he hasn't responded yet. He's probably out of the office.

Roland

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Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-19 Thread Art Tevs
Hi Allen,


Actually osgPPU is a NodeKit for osg, hence it can, but do not must, to be 
installed somehow specially. So, the way I do is just to install it somewhere 
under c:\programs\osgPPU. This is the standard installation directory which 
cmake proposes. For osgPPU examples to work, you of course need the osg dll in 
the same directory. 

If you use osgPPU for your project, then you have to copy the osgppu dlls into 
the same directory as your osg dlls.



Cheers,
Art

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[osg-users] Why can not access OSG web site

2010-03-19 Thread ijustfu
What is wrong with OSG web page?
I try several times, but can not be accessed.


2010-03-19 



ijustfu 



发件人: ijustfu 
发送时间: 2010-03-18  21:14:06 
收件人: OpenSceneGraph Users 
抄送: 
主题: Why I reveive less email these days 
 
Dear All,
  I find during the passed several day, I received less emails than before. 
Is there any problem?
Regards


2010-03-18 



ijustfu 



发件人: Georg Martius 
发送时间: 2010-03-18  18:36:23 
收件人: osg-users@lists.openscenegraph.org 
抄送: 
主题: [?? Probable Spam] Re: [osg-users] Render to Texture with independent 
framerate(Solution) 
Hi folks,
I would like to post my solution to the problem of rendering to a texture 
independently on the framerate of the viewer, the code is attached.
My solution is to derived a Viewer from osgViewer::Viewer, added a custom 
offScreenRender() function mimicking frame() and (offScreen)renderTraversal() 
function without statistics and swapbuffer. 
In the offScreenRender() function I exchange the child of the main camera 
 by the off screen rendering node containing only the RTT cameras and switch 
it back afterwards. This works great except that the shadows do not work 
correctly in the RTT camera. It seems that the light position is wrongly 
detected, which is done in the cull traversal as far as I could understand 
from looking at the code. How do I perform this properly in the 
offScreenRenderTraversal()  function?
Cheers,
Georg
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Re: [osg-users] Mac Serializer Compile Error

2010-03-19 Thread Martins Innus
I have attempted to add a ADD_GLINT_SERIALIZER for the cases where I got 
errors.  I did as Robert suggested and just blindly cast to int.  
Figured I'd post here first instead of to submissions since I have no 
idea if this will break other builds, but it allows the serializers to 
compile for me under the 10.4 SDK.


Martins

On 3/18/10 4:28 AM, Robert Osfield wrote:

HI Matrin  Wang Rui

On Thu, Mar 18, 2010 at 3:15 AM, Wang Ruiwangra...@gmail.com  wrote:
   

Hi Martins,

I have no experience in Mac. But it seems that type definition of
GLint changes to some other types in your system. In most other cases,
we have:

typedef int GLint;

in the gl.h header. And an ADD_INT_SERIALIZER is workable with it.

Maybe we should have more tests on 64bit systems and try to find out
if an independent ADD_GLINT_SERIALIZER was required to keep compatible
on different platforms.
 

An ADD_GLINT_SERIALIZER may well be required.  We'd need to
static_cast the GLint to int for portability of the data format.

Robert.
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#include osg/LineStipple
#include osgDB/ObjectWrapper
#include osgDB/InputStream
#include osgDB/OutputStream

REGISTER_OBJECT_WRAPPER( LineStipple,
 new osg::LineStipple,
 osg::LineStipple,
 osg::Object osg::StateAttribute osg::LineStipple )
{
ADD_GLINT_SERIALIZER( Factor, 1 );  // _factor
ADD_HEXSHORT_SERIALIZER( Pattern, 0x );  // _pattern
}
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/
// Written by Wang Rui, (C) 2010

#ifndef OSGDB__SERIALIZER
#define OSGDB__SERIALIZER

#include osg/ref_ptr
#include osg/Notify
#include osg/Object
#include osgDB/InputStream
#include osgDB/OutputStream
#include string
#include sstream


namespace osgDB
{

#ifndef OBJECT_CAST
#define OBJECT_CAST static_cast
#endif

class IntLookup
{
public:
typedef int Value;
typedef std::mapstd::string, Value StringToValue;
typedef std::mapValue, std::string ValueToString;

IntLookup() {}
unsigned int size() const { return _stringToValue.size(); }

void add( const char* str, Value value )
{
if ( _valueToString.find(value)!=_valueToString.end() )
{
osg::notify(osg::WARN)  Duplicate enum value   value
 with old string:   
_valueToString[value]
 and new string:   str  std::endl;
}
_valueToString[value] = str;
_stringToValue[str] = value;
}

Value getValue( const char* str )
{
StringToValue::iterator itr = _stringToValue.find(str);
if ( itr==_stringToValue.end() )
{
Value value;
std::stringstream stream;
stream  str; stream  value;
_stringToValue[str] = value;
return value;
}
return itr-second;
}

const std::string getString( Value value )
{
ValueToString::iterator itr = _valueToString.find(value);
if ( itr==_valueToString.end() )
{
std::string str;
std::stringstream stream;
stream  value; stream  str;
_valueToString[value] = str;
return _valueToString[value];
}
return itr-second;
}

protected:
StringToValue _stringToValue;
ValueToString _valueToString;
};

class UserLookupTableProxy
{
public:
typedef void (*AddValueFunc)( IntLookup* lookup );
UserLookupTableProxy( AddValueFunc func ) { if ( func ) (*func)(_lookup); }

IntLookup _lookup;
};

#define BEGIN_USER_TABLE(NAME, CLASS) \
static void add_user_value_func_##NAME(osgDB::IntLookup*); \
static osgDB::UserLookupTableProxy 
s_user_lookup_table_##NAME(add_user_value_func_##NAME); \
static void add_user_value_func_##NAME(osgDB::IntLookup* lookup) { typedef 
CLASS MyClass
#define ADD_USER_VALUE(VALUE) lookup-add(#VALUE, MyClass::VALUE)
#define END_USER_TABLE() }

#define USER_READ_FUNC(NAME, FUNCNAME) \
static int FUNCNAME(osgDB::InputStream is) { \
int value; if (is.isBinary()) is  value; \
else { std::string str; is  str; \
value = (s_user_lookup_table_##NAME)._lookup.getValue(str.c_str()); } 

Re: [osg-users] [osgPlugins] Plugin Error

2010-03-19 Thread Michael Platings
Sounds like the jpeg plugin DLL can't be found - make sure it has been
built, and it's in a place that's accessible to the application.
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[osg-users] ANGLE - a possible helper under Windows?

2010-03-19 Thread Robert Osfield
Hi All,

I just came across this article that talks about a google project
called ANGLE that is developing a wrapper that maps GLES 2.0 calls to
Direct3D 9.0.  GLES 2.0 being a pretty small subset of full OpenGL
makes the task rather more straight forward that wrapper GL 1.x/GL
2.x/GL 3.x, still not trivial but should be make it more likely to
succeed.  The article is:

   http://www.theregister.co.uk/2010/03/19/google_webgl_windows_fix/

It's an interesting development as it's well established that some
hardware vendors don't support OpenGL well under Windows, so it might
make a possible workaround for members of the OSG community.  It does
mean you'll need to have a GLES 2.0 target in your app to take
advantage of this, but this isn't too difficult now that the OSG has
GLES 2.0 support.  Once we get more mature fixed function to shader
pipeline setup this should become even more seamless.

I'm no windows hack so I'll have to leave it to members of the OSG
community to investigate further, but potentially we could adds
support for linking against ANGLE if this project takes off.

Robert.
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Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-19 Thread Trajce (Nick) Nikolov
Interesting. Maybe a way to have osg on XBox :))

-Nick


On Fri, Mar 19, 2010 at 6:50 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 I just came across this article that talks about a google project
 called ANGLE that is developing a wrapper that maps GLES 2.0 calls to
 Direct3D 9.0.  GLES 2.0 being a pretty small subset of full OpenGL
 makes the task rather more straight forward that wrapper GL 1.x/GL
 2.x/GL 3.x, still not trivial but should be make it more likely to
 succeed.  The article is:

   http://www.theregister.co.uk/2010/03/19/google_webgl_windows_fix/

 It's an interesting development as it's well established that some
 hardware vendors don't support OpenGL well under Windows, so it might
 make a possible workaround for members of the OSG community.  It does
 mean you'll need to have a GLES 2.0 target in your app to take
 advantage of this, but this isn't too difficult now that the OSG has
 GLES 2.0 support.  Once we get more mature fixed function to shader
 pipeline setup this should become even more seamless.

 I'm no windows hack so I'll have to leave it to members of the OSG
 community to investigate further, but potentially we could adds
 support for linking against ANGLE if this project takes off.

 Robert.
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Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-19 Thread Robert Osfield
On Fri, Mar 19, 2010 at 5:06 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
 Interesting. Maybe a way to have osg on XBox :))

This thought did occur to me... :-)
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Re: [osg-users] Web site / wiki

2010-03-19 Thread Robert Osfield
On Fri, Mar 19, 2010 at 2:51 PM, Roland Smeenk roland.sme...@tno.nl wrote:
 The wiki/website seems to be down since monday. I already sent Jose Luis an 
 e-mail, but he hasn't responded yet. He's probably out of the office.

subversion is still running so the server is up, but it looks like the
Tracs has brought the website to standstill again, arghghg...

Robert.
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Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-19 Thread Alok Priyadarshi
Hi Robert and all,
I am one of the contributors to the ANGLE project. Feel free to send
questions/concerns my way. I have been an old-time osg user (since my
grad school days) and would love to help.

As a side-project I am also porting osg to native-client. Since
native-client only supports OpenGL ES 2.0, I have a vested interest in
the GLES backend of OpenSceneGraph.

-Alok

On Fri, Mar 19, 2010 at 11:33 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 On Fri, Mar 19, 2010 at 5:06 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
 Interesting. Maybe a way to have osg on XBox :))

 This thought did occur to me... :-)
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Re: [osg-users] MultiThreaded Culling

2010-03-19 Thread Dan R
Yep, got it thanks. It just seemed weird since I'm not a multithreader
understander, how you could start the graphics thread before getting
to the main frame loop, but at the same time be sure that the culling
happens before the draw of the graphics thread. But I guess it just
works.

Thanks.

On Thu, Mar 18, 2010 at 5:34 PM, Paul Martz pma...@skew-matrix.com wrote:
 Dan R wrote:

 Hi, could someone tell me where the culling takes place if
 multithreading is set to DrawThreadPerContext? I can't seem to trace
 it in the code. It seems like it should happen in the runOperations
 function of GraphicsContext when it goes through the camera list, but
 it seems like that just calls the draw method.

 My guess would be that it happens in the same thread as the event and update
 traversals. But one sure way to find out would be to set a breakpoint in one
 of the CullVisitor apply methods and look at the call stack and thread ID.
   -Paul

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Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-19 Thread mas oug
In Cmake, is there some sort of option for 32-bit and/or 64-bit?

Because there might be a thing with how the dlls work in different
environments...

-Masoug
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Re: [osg-users] Weird Problems trying to build with Fedora 12.

2010-03-19 Thread mas oug
Are you using the source code or the pre-built binaries?

-Masoug
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[osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-03-19 Thread Mike Greene
I have some source code where I use a trackballmanipulator to rotate a 
terrain. If I drag the mouse I can set the terrain spinning. How do I 
programatically stop this (i.e., without clicking the mouse again)? I 
tried setting Manipulator-setRotation(last_saved_angles), which does 
reset it , but it looks like the previous dragging motion queues up lots 
of mouse events that then continue to rotate the terrain on subsequent 
render loops.


Mike Greene
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Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-03-19 Thread Mourad Boufarguine
Hi Mike,

You need just to set the throw flag of the trackball manipulator to false.
See setAllowThrow method.

Mourad

On Fri, Mar 19, 2010 at 8:24 PM, Mike Greene mgre...@hiwaay.net wrote:

 I have some source code where I use a trackballmanipulator to rotate a
 terrain. If I drag the mouse I can set the terrain spinning. How do I
 programatically stop this (i.e., without clicking the mouse again)? I tried
 setting Manipulator-setRotation(last_saved_angles), which does reset it ,
 but it looks like the previous dragging motion queues up lots of mouse
 events that then continue to rotate the terrain on subsequent render loops.

 Mike Greene
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Re: [osg-users] light multi-parenting

2010-03-19 Thread PCJohn

Hi Bryan,

osg::Light is a StateAttribute and osg::LightSource is a Group, so Light 
represents the OpenGL state (like the light ID) for a light in the scene, and 
LightSource represents the location of that light (note that LightSource has a 
Light).
  
And why there is LightSource? What is meaning of it? I think, I can live 
just with osg::Light. And really, I used only osg::Light in my 
application. Is there any reason for me or anyone else to use 
osg::LightSource?


John
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Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-19 Thread Robert Osfield
Hi Alok,

On Fri, Mar 19, 2010 at 6:20 PM, Alok Priyadarshi al...@chromium.org wrote:
 I am one of the contributors to the ANGLE project. Feel free to send
 questions/concerns my way. I have been an old-time osg user (since my
 grad school days) and would love to help.

Nice to see how exposure to the OSG at university pays dividends to
the OSG project long term :-)

 As a side-project I am also porting osg to native-client. Since
 native-client only supports OpenGL ES 2.0, I have a vested interest in
 the GLES backend of OpenSceneGraph.

It'll be great to have native-client support, it's another area that
I'm very curious about, but alas not yet with the time to dabble.
Please keep us update on how things progress, and if there are tweaks
to the OSG that support native-client then just throw out your
questions/suggestions and we'll see what we can do.

Do you have thoughts on how long it might take to do the port to
native-client?  I'm wondering if it'd be possible to roll support into
OSG-3.0.

Robert.
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Re: [osg-users] light multi-parenting

2010-03-19 Thread Thrall, Bryan
PCJohn wrote on 2010-03-19: 
 Hi Bryan,
 osg::Light is a StateAttribute and osg::LightSource is a Group, so
 Light represents the OpenGL state (like the light ID) for a light in
 the scene, and LightSource represents the location of that light (note
 that LightSource has a Light).
 
 And why there is LightSource? What is meaning of it? I think, I can live
 just with osg::Light. And really, I used only osg::Light in my
 application. Is there any reason for me or anyone else to use
 osg::LightSource?

You place the LightSource in the scene graph where you want the light to be 
positioned. I don't think it is necessary for directional lights (they are 
infinitely far away, so don't have a position), but say you want a spotlight 
attached to a train locomotive. You could update osg::Light's position every 
time the locomotive moves, or you could attach a LightSource to the 
locomotive's scene graph and have the light placed correctly automatically.

HTH,
--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
  


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Re: [osg-users] Why can not access OSG web site

2010-03-19 Thread Robert Osfield
On Fri, Mar 19, 2010 at 3:17 PM, ijustfu ijus...@163.com wrote:
 What is wrong with OSG web page?
 I try several times, but can not be accessed.

I looks like Tracs has lockup up the server so the site is not responding.

The server itself is still up though, subversion is working find, as
is ftp, it's just the Tracs wiki that has gone awry.  I've email the
server admin about the outage, hopefully he'll be able to get things
back up and running soon.

Robert.
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[osg-users] ScreenCaptureHandler, captureNextFrame and threads synchronization

2010-03-19 Thread Oleg Shistik
Hi,

I am using the captureNextFrame function from the ScreenCaptureHandler class in 
order to create the view screenshot. As far as I understand the view capturing 
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the thread 
that creates the screenshot? (I don't wont to access the file before it is 
closed).

Thank you!

Cheers,
Oleg

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Re: [osg-users] ScreenCaptureHandler, captureNextFrame and threads synchronization

2010-03-19 Thread Jean-Sébastien Guay

Hi Oleg,


I am using the captureNextFrame function from the ScreenCaptureHandler class in 
order to create the view screenshot. As far as I understand the view capturing 
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the thread 
that creates the screenshot? (I don't wont to access the file before it is 
closed).


There's no built-in way of doing this, but you could subclass the 
ScreenCaptureHandler::WriteToFile class to send a signal to your other 
thread that the writing is done. You would just override operator(), 
first calling the base class WriteToFile::operator(), and then sending 
your signal in whatever way you want.


Hope this helps,

J-S
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[osg-users] OSG error log

2010-03-19 Thread Oleg Shistik
Hi,

I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?


Thank you!

Cheers,
Oleg

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http://forum.openscenegraph.org/viewtopic.php?p=25898#25898





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Re: [osg-users] OSG error log

2010-03-19 Thread Jean-Sébastien Guay

Hi Oleg,


I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?


Recently functionality was added to OSG to be able to redirect 
osg::notify messages in whatever way you want. See osg::NotifyHandler (I 
think).


Hope this helps,

J-S
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-19 Thread Tony Vasile
Hi when trying to compile OpenSceneGraph 2.8.3 on my MacBook Pro I get the
errors:

Building CXX object
src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/osg/OcclusionQueryNode.cpp.o
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/src/osgWrappers/osg/OcclusionQueryNode.cpp:
In constructor ‘unnamed::reflector30::reflector30()’:
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/src/osgWrappers/osg/OcclusionQueryNode.cpp:155:
error: no matching function for call to
‘osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const
osg::Camera*, float::TypedMethodInfo2(std::basic_stringchar,
std::char_traitschar, std::allocatorchar , unresolved overloaded
function type, osgIntrospection::ParameterInfoList, const
osgIntrospection::MethodInfo::VirtualState, const char [1], const char
[1])’
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:208:
note: candidates are: osgIntrospection::TypedMethodInfo2C, R, P0,
P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1), const
osgIntrospection::ParameterInfoList,
osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with
C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float]
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:203:
note: osgIntrospection::TypedMethodInfo2C, R, P0,
P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1)const, const
osgIntrospection::ParameterInfoList,
osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with
C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float]
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:203:
note: osgIntrospection::TypedMethodInfo2C, R, P0,
P1::TypedMethodInfo2(const std::string, R (C::*)(P0, P1)const, const
osgIntrospection::ParameterInfoList,
osgIntrospection::MethodInfo::VirtualState, std::string, std::string) [with
C = osg::OcclusionQueryNode, R = bool, P0 = const osg::Camera*, P1 = float]
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/include/osgIntrospection/TypedMethodInfo:198:
note:
osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const
osg::Camera*, float::TypedMethodInfo2(const
osgIntrospection::TypedMethodInfo2osg::OcclusionQueryNode, bool, const
osg::Camera*, float)
make[2]: ***
[src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/osg/OcclusionQueryNode.cpp.o]
Error 1
make[1]: *** [src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/all] Error 2
make: *** [all] Error 2

I'll have a look at the problems and maybe come up with a solution but if
someone has already seen this problem then any help would be appreciated.

Tony Vasile
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[osg-users] StatsHandler and GraphicsContext

2010-03-19 Thread Jean-Sébastien Guay

Hi Robert,

Is there any reason why the StatsHandler will only show up if it can 
find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera())


I have an app where I want to use a pbuffer as the main graphics 
context, but I'll be copying the image onscreen by some other means, and 
I want to be able to see the stats. As it is now, the stats don't 
appear, of course. Changing the above method to use/find a 
GraphicsContext instead of a GraphicsWindow works fine, but I was 
wondering if there was a reason it was done that way.


I'll submit the change if there's no reason not ot.

Thanks in advance,

J-S
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