Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1

2011-01-04 Thread Stephan Huber
Hi,

Am 04.01.11 01:06, schrieb Nikos Yiotis:

 [i]Warning: Could not find plugin to read objects from file 
 Images/land_shallow_topo_2048.jpg.
 View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface 
 available, cannot create windows.
 Viewer::realize() - failed to set up any windows

Can you set OSG_NOTIFY_LEVEL to a more verbose mode (DEBUG_INFO), to get
some more information why image-loading fails?

What's the value of OSG_WINDOWING_SYSTEM and
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX in CMake?


cheers,
Stephan
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[osg-users] How to control the model in MFC program?

2011-01-04 Thread Duan Linghao
Hi,
I designed a program based on MFC dialog.I want to rotate and move the model by 
some buttons.And I send a message using the function PostMessage(..) in the 
handeler of the buttons.In the handeler of the message I modify the viewmatrix 
and call frame() to render the model.The problem is sometimes the model can not 
be displayed when I click the button.How can I deal with that? 

Thank you!

Cheers,
Duan

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Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1

2011-01-04 Thread Nikos Yiotis
Hi,

I thought OSG_NOTIFY_LEVEL was a cmake flag not an env. flag.
So I built source from scratch, generating xcode.proj and not makefile this 
time.
 
I set 

OSG_WINDOWING_SYSTEM to Cocoa (from Carbon)
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio (from quicktime)
 
and it builds, although I get many warnings -literally for each .dylib used-, 
e.g.

ld: warning: duplicate dylib 
/Users/nikos/NetBeansProjects/OpenSceneGraph/OpenSceneGraph-2.8.3/Bin/lib/Debug/libosgTextd.dylib

How can I suppress this?

Now osgversion outputs OpenSceneGraph Library 2.8.3 and the osglogo fails 
again now with  osglogo: command not found


I set the OSG_NOTIFY_LEVEL to DEBUG_INFO although $ENV_PATH gives me a blank 
line...the path is correctly highlighted though. I've seen this blank line 
before, but a quick search does not give me any hints on how to fix that. 


Thank you!

Cheers,
Nikos

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[osg-users] imageio pluggin, MACOSX 10.6, x86_64bit build question

2011-01-04 Thread Ted Morris
Hi,

I would like to know why the imageio pluggin .so wasn't invoked for jpg/png 
images with my cocoa/x64 bit build of osg on MACOSX 10.6. For example, running 
some of the osg examples indicates that it was unable to load the images 
(although they were correctly found).  Could it be the .png or .jpg extensions 
are forcing osg to look for the associated image pluggins?

How is this supposed to be invoked, at least when running the apps from the 
command line?



Thanks for any help-

Cheers,
Ted

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[osg-users] LineSegmentIntersector::Intersection contains no indexList

2011-01-04 Thread Oliver Neumann
Hi,

I am trying to get uv coordinates and color of a point I found using the 
LineSegmentIntersector. My problem is that the found intersection has no 
indexList so I cannot use the code used in osgmovie.

This short code example should boil down to the point:


Code:

osg::Box* b = new osg::Box( osg::Vec3d(0,0,0), 1.0f);
osg::Geode* g = new osg::Geode();
g-addDrawable( new osg::ShapeDrawable( b ) );  
osg::ref_ptr osgUtil::LineSegmentIntersector lineSeg 
= new osgUtil::LineSegmentIntersector(osg::Vec3d(0,-2,0), osg::Vec3d(0,0,0));
osgUtil::IntersectionVisitor 
findIntersections(lineSeg.get());
g-accept(findIntersections);
osgUtil::LineSegmentIntersector::Intersection currHit = 
lineSeg-getFirstIntersection();
osg::Vec3d intersecPnt = 
currHit.getWorldIntersectPoint();
int vecArraySize = currHit.indexList.size();
int vecRatioSize =  currHit.ratioList.size();




intersecPnt is correctly found, but vecArraySize and vecRatioSize is zero.

I read through some layers of osg code and it seems my proble is the 
treatVertexDataAsTemporary variable. It prevents at the end of 
TriangleIntersector::operator () (part of LineSegmentIntersectorUtils in 
linesegmentintersector.cpp) that the found three vertices used to compute the 
intersection are inserted into the result as they are temporary. 

How do I get the correct uv coordinates in such a situation or how do I force 
the inclusion of the needed vertices?

Cheers,
Oliver

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Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-04 Thread Garrett Cope
Hi J-S,

I think you're original suspicion is probably right. It looks like the C 
runtime libraries from VS2005 are still being loaded, though I can't figure out 
where from...  Hopefully once I resolve that the problem will go away. I will 
update after that. Thanks for advice!

--Garrett

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Re: [osg-users] NVIDIA OptiX cross-format

2011-01-04 Thread PC John
Hi Holger,

I would prefer to have an export to OptiX native format. And if there is none, 
to have a class that would take OSG scene graph as a data source, setups OptiX 
node graph and does OptiX rendering, returning final image. That would be a 
very cool class for anyone interested in photorealistic raytracing!

Keep me updated if you reach any nice results.
John


  Original message 
 From:  Holger Helmich holger.helm...@gmx.de
 Subject:  [osg-users] NVIDIA OptiX cross-format
 Date:  3. 1. 2011  17:29:07
 
 Hi,
 
 i am working on an OptiX integration into an OSG based application. I am
 wondering if there are other projects about this issue. Currently i study
 to set up an serialized OptiX format (e.g. binary or XML) including reader
 and writter, what could be something like done for OSG
 (http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Ser
 ializationSupport) this year.
 
 The idea would be to set up an open format (if there is none) for OptiX's
 node graph. Of course it is not possible as OSG input, but would probably
 be a first step.
 
 Thank you!
 
 Cheers,
 Holger
 
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Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-04 Thread Jean-Sébastien Guay

Hi Garrett,


I think you're original suspicion is probably right. It looks like the C 
runtime libraries from VS2005 are still being loaded, though I can't figure out 
where from...  Hopefully once I resolve that the problem will go away. I will 
update after that. Thanks for advice!


Dependency Walker will tell you. It's a really useful tool once you 
learn to read its output :-).


If you don't see it initially after just loading the app in Dependency 
Walker, then the problem is probably in one of the plugins or their 
dependencies. To see this, start a profile run in Depencency Walker, 
which will run your app and thus will check all plugins (which are 
loaded at runtime only). You might be loading an old version of a plugin 
or something like that.


Hope this helps,

J-S
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[osg-users] Getting window id for all platforms

2011-01-04 Thread Anders Backman
Hi all.

I would like to get the window reference for all platforms using
osgViewer::Viewer.

I found the thread:

http://www.mail-archive.com/osg-users@openscenegraph.net/msg12957.html

Where I used this code for win32:

http://www.mail-archive.com/osg-users@openscenegraph.net/msg12957.html
osgViewer::GraphicsWindowWin32* gw =
dynamic_castosgViewer::GraphicsWindowWin32* (
application-getViewer()-getCamera()-getGraphicsContext());


HWND hWnd = gw-getHWND();


But I cant find a way to get that under X11, (MacOS, Cocoo or whatever).
Is there a portable way of getting this reference?

/A
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[osg-users] osgUtil::Optimizer MERGE_GEODES MERGE_GEOMETRY TEXTURE_ATLAS_BUILDER

2011-01-04 Thread Jean-Sébastien Guay

Hi all,

I am trying to improve our scene graph layout for some of our data, and 
my first step is to improve our use of osgconv with various optimizer 
settings. We've been using it for a while but never really examined the 
results to see if it was doing what it was supposed to.


Starting with a really simple object, I have some parts that need to 
stay separate (in terms of nodes and textures) so I have marked them as 
DYNAMIC, and the rest I have marked as STATIC. These are all under a 
single Group. There are 8 geodes and 8 geometry there, using about 4 
different textures among them.


Then, I set OSG_OPTIMIZER=MERGE_GEODES MERGE_GEOMETRY 
TEXTURE_ATLAS_BUILDER abd run osgconv with -O OutputTextureFiles to 
optimize the model.


I was expecting the 8 geodes and 8 geometry to become a single geode and 
geometry pair, and a single texture atlas to be created for the 
textures. First, two atlases were created, this I think I've found why 
(there's a maximum size and a margin is used to make sure the image 
doesn't bleed to the other side). I'll try to tweak the settings to get 
what I want in this case.


But there are two other problems in the result:

1. there are 4 geodes and 4 geometry instead of 1 and 1.

2. it didn't include two of the textures in the atlas.

I can't figure out from the code why it's not merging all the geodes and 
geometry together, and why it's not including two textures in the atlas. 
In the model itself, nothing really sticks out as being different 
between the geodes/geometry that were merged and those that weren't (and 
ditto for the textures that were included in the atlas and those that 
weren't).


Are there any guidelines to make sure the result is optimal? Or are 
there criteria I should know about to be able to get the results I want 
(other than dataVariance)?


Thanks in advance,

J-S
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Re: [osg-users] Problem with Transparency when using osg::Cameras

2011-01-04 Thread George Bekos
Hello and happy new year!

Sorry for the late response.
What I am doing is explained in my last post there:
http://forum.openscenegraph.org/viewtopic.php?t=7296
I use cameras because of their culling mask. This way I can control which 
geometry (under the camera node) should be drawn. Is there any other better way 
to do this? Thanks you very much!

Cheers,
George

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[osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread David Glenn
Greetings!

I'm experimenting using the a scene graph projected in Ortho mode using the 
setProjectionMatrixAsOrtho function on the camera and while using the 
TerrainManipulator on the camera I noticed that the pan is working, but zoom is 
not! In fact, the only way that I could affect any kind of zoom was to narrow 
the POV on the camera (that realty is not a zoom). 

I tried to look for any examples but came up short. 
 
Is there any switch or methodology that I missed that can give me an Ortho 
projection of an otherwise a 3D scene graph?

... 
Happy New Year All
D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Problem with Transparency when using osg::Cameras

2011-01-04 Thread George Bekos

Paul Martz wrote:
 
 Why do you need a camera in the scene graph for this? Why not use the 
 top-level 
 viewer camera?
 -Paul
 


Hello Paul!
Because I need multiple cameras. Each camera has a different culling mask for 
drawing different parts of the same graph. My diagram here has one osg::Camera 
for simplicity. But the actual graph has three cameras instead of one. Imagine 
that you replace the osg::Group group02 of this diagram with the graph of my 
older post. This is closer to what my full scene graph looks like.

Thank you!

Cheers,
George

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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay

Hi David,


I'm experimenting using the a scene graph projected in Ortho mode using the 
setProjectionMatrixAsOrtho function on the camera and while using the 
TerrainManipulator on the camera I noticed that the pan is working, but zoom is 
not! In fact, the only way that I could affect any kind of zoom was to narrow 
the POV on the camera (that realty is not a zoom).


Well in fact yes... Zoom, in camera-speak, is making the FOV of the 
camera smaller/larger. What the normal manipulators do to zoom is to 
move the camera itself, i.e. dolly in/out in camera-speak. You may 
have seen the dolly in zoom out effect in movies, where the camera 
dollies in while doing a zoom out with the lens at the same time, and I 
use that expression to help me remember the difference between the two.


http://en.wikipedia.org/wiki/Dolly_zoom

http://en.wikipedia.org/wiki/File:Contra-zoom_aka_dolly_zoom_animation.gif

But to get back to your question, this is an FAQ... Since with an ortho 
camera moving the camera forward or back will have no visible effect 
(apart from when you start hitting your near/far planes), you won't be 
able to zoom with the normal camera manipulators in an ortho view. You 
will have to make your own manipulator or use another way of changing 
the camera's left/right and top/bottom clipping planes, effectively the 
camera's field of view (though in ortho it's not a frustum, but a box).


I kind of wish (and I've expressed this wish in threads that asked the 
same question before, but haven't had time to do anything about it) that 
the OSG camera manipulators supported affecting other parameters of the 
camera than just its view matrix. As it is, you'll have to affect the 
projection matrix yourself directly, i.e. your camera manipulator will 
have to know about the camera(s) it's affecting, which defeats the nice 
loose coupling that we have between camera manipulator and camera otherwise.


Hope this helps,

J-S
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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread David Glenn

Skylark wrote:
 Hi David,
 
 Well in fact yes... Zoom, in camera-speak, is making the FOV of the 
 camera smaller/larger. What the normal manipulators do to zoom is to 
 move the camera itself, i.e. dolly in/out in camera-speak. You may 
 have seen the dolly in zoom out effect in movies, where the camera 
 dollies in while doing a zoom out with the lens at the same time, and I 
 use that expression to help me remember the difference between the two.
 
 http://en.wikipedia.org/wiki/Dolly_zoom
 
 http://en.wikipedia.org/wiki/File:Contra-zoom_aka_dolly_zoom_animation.gif
 


Well, you’re right there! Forgive me J-S for briefly forgetting my 
Cinematography 101 on my last post! I guess what I was referring to was that 
the behavior was not the same as what I got in Perspective using the  
TerrainManipulator. I had to deal with the Ortho view area manualy and well as 
the mouse zoom. 

And yes I do realize the facts of the behavior of ortho projection. In fact 
that is why I'm using it in this case - to get a map-like view on a 3D world!  
I was just hoping (agenst hope) that someone had dealt with this before I - 
since there are some planview's out there that i heard of that was done in OSG! 

I guess I'll just have to come up with something to get the mouse to work 
somewhat the same way it works in Perspective mode! 
The worse case, I will have to look on how it was done manualy in the old 
Performer code I have and translate it to a Manipulator some how!

Thanks!
---
D Glenn


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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Paul Martz

Here we go again... :-)

On 1/4/2011 10:56 AM, David Glenn wrote:

Greetings!

I'm experimenting using the a scene graph projected in Ortho mode using the 
setProjectionMatrixAsOrtho function on the camera and while using the 
TerrainManipulator on the camera I noticed that the pan is working, but zoom is 
not! In fact, the only way that I could affect any kind of zoom was to narrow 
the POV on the camera (that realty is not a zoom).


Hi David -- To be precise, changing the FOV _is_ zoom. A zoom lens on a camera 
changes the FOV to make the image larger or smaller. In fact, in an orthographic 
projection, changing the FOV is the _only_ way to make the image larger or 
smaller, as the eye has no distance, only direction. There is no parallax effect 
in an orthographic projection.



I tried to look for any examples but came up short.


You should check the archives for discussion of ortho, zoom, and fov. This has 
been discussed multiple times in the past.



Is there any switch or methodology that I missed that can give me an Ortho 
projection of an otherwise a 3D scene graph?

...
Happy New Year All
D Glenn


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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay

Hi David,


I was just hoping (agenst hope) that someone had dealt with this before I - 
since there are some planview's out there that i heard of that was done in OSG!


Well that doesn't mean no one has ever dealt with these issues, just 
that no one has ever contributed a camera manipulator that did it. They 
probably did what we did and what I would suggest you do: create a 
derived class of whatever camera manipulator you want, override the 
handle() method, check if the event type is a drag with the right mouse 
button pressed (or whatever other event you want to check for) and do 
the zoom then. In all other cases just call the base class handle() from 
your handle() method.


As I said, you'll need to pass the camera to your camera manipulator so 
it can call setProjectionMatrixAsOrtho with modified values at the 
appropriate time.


Hope this helps,

J-S
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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Paul Martz

On 1/4/2011 1:14 PM, Jean-Sébastien Guay wrote:

Hi David,


I was just hoping (agenst hope) that someone had dealt with this before I -
since there are some planview's out there that i heard of that was done in OSG!


Well that doesn't mean no one has ever dealt with these issues, just that no one
has ever contributed a camera manipulator that did it. They probably did what we
did and what I would suggest you do: create a derived class of whatever camera
manipulator you want, override the handle() method, check if the event type is a
drag with the right mouse button pressed (or whatever other event you want to
check for) and do the zoom then. In all other cases just call the base class
handle() from your handle() method.


That's a good solution, and I want to emphasize the or whatever other event you 
want to check for part.


I prefer to have control over both FOV and distance (yes, even in perspective 
mode), as they clearly produce different results, and sometimes I want one 
effect and sometimes I want the other.


For this reason I recommend against using the right button for FOV. OSG has 
already set a precedence that this button controls distance. Using right mouse 
for FOV could be confusing. I usually modify FOV with ctrl right mouse in my code.


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Re: [osg-users] [forum] Line Of Sight and skyline tools

2011-01-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Dan,

Take a look at the osgintersection example. It uses osgSim::LineOfSight
class...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Darko
Radiceski
Sent: Monday, January 03, 2011 10:01 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [forum] Line Of Sight and skyline tools

Hi all,

I had a question in regards to possible examples of lines of sight or
skyline tool implementations in OSG. I did notice the OSGSim LineOfSight
helper class in my research and was wondering if there are any examples of
that class in use.

Also any examples of skyline calculation from the loaded data within the
scene?

Any advice or pointers would be greatly appreciated.

Thank you!

Cheers,
Dan

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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread David Glenn
Greetings!

Sorry all! I didn't mean to open old battle wounds Paul. I was just wondering 
if anybody else has written anything before I tacked it on my own!

Frankly I've never had the chance to look into the logistics of it yet! I just 
got the command from Mt High that my project has to be Orthographic and I’ve 
never done anything Orthographic in OSG (outside of a Hud display) before.   

Thanks for the help!

D Glenn


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Re: [osg-users] imageio pluggin, MACOSX 10.6, x86_64bit build question

2011-01-04 Thread Ulrich Hertlein
Hi Ted,

On 5/01/11 0:12 , Ted Morris wrote:
 I would like to know why the imageio pluggin .so wasn't invoked for jpg/png 
 images with
 my cocoa/x64 bit build of osg on MACOSX 10.6. For example, running some of 
 the osg
 examples indicates that it was unable to load the images (although they were 
 correctly
 found).  Could it be the .png or .jpg extensions are forcing osg to look for 
 the
 associated image pluggins?

The way OSG selects plugins for loading is by looking at the extension, 
checking if an
already loaded plugin handles this, and if not load osgdb_extension.so.

This obviously doesn't work for multi-extension plugins such as imageio, 
quicktime, or
ffmpeg.  You have to manually pre-load the plugin in this case.

 How is this supposed to be invoked, at least when running the apps from the 
 command
 line?

osgviewer -e imageio --image file.jpg

Hope this helps,
Cheers,
/ulrich
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Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1

2011-01-04 Thread Nikos Yiotis
I ran OSG_NOTIFY_LEVEL=debug through a script,
but my echo $ENV_PATH still appears blank. How
can I verify that it is set? Again, all set with PATH, 
DYLB_PATH, etc.

Cheers,
Nikos

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Re: [osg-users] runtime error

2011-01-04 Thread Michael W. Hall
Thanks for the reply.  Might have confused you.  I have a 64 bit machine
and a 32 bit machine.  I have been building osg on both machines and
installing the openscenegraph package on both from package manager.  I
just removed the osg package with package manager and then got the
latest trunk on both machines.  I build fine and they install fine on
each platform.  However, I get the same result.  I get the error when I
build osg from source and I can run osgversion when I install 2.8.1 from
the package manager.  I am doing this independently on both machines to
see if I can get one or the other to work.

I am wondering if it is the code?  I am at a loss.  I have not had
trouble with osg for a while.  All compiles well.  Any ideas?

On Mon, 2011-01-03 at 20:17 +0100, David Callu wrote:
 I Michael,
 
 This seem that you run 64bit osgversion executable and use 32bit
 libosg.so library, or vice versa.
 You have to choose one version to install on your computer, or put the
 directory containing the 
 right version of osg library in first place of your PATH environment
 variable
 
 ex : if you use the 32bit version of osg, do
 # export PATH=/usr/local/lib:$PATH
 # /usr/local/bin/osgversion 
 
 HTH
 David Callu
 
 
 
 2011/1/3 Michael Hall hal...@att.net
 Ok.  I installed OSG using apt-get and it installed 2.8.1 on
 both my 32 and 64 bit machines.  Both ran the osgversion
 command.  However, I removed the package from the 32 bit
 machine and tried to compile the latest.  The compile goes
 fine no errors, the make install works great.  However, when I
 try osgversion, I still get the following:
 
 osgversion: symbol lookup error: /usr/local/lib/libosg.so.70:
 undefined symbol: _ZN11OpenThreads5MutexC1ENS0_9MutexTypeE
 
 How do I run the ldd with osgversion to see what it needed?  I
 have tried and I cannot figure out how to use it.  I do have
 the libosg.s0.70 on my machine.  Is any one else seeing this.
 Could be that I am missing something needed to run.  Any help
 with ldd will be appreciated.
 
 Michael
 
 
 
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Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1

2011-01-04 Thread Ulrich Hertlein
Hi Nikos,

regarding osglogo not being found, it is built as part of the examples, so
BUILD_OSG_EXAMPLES must be on in cmake.

I'm building on 10.6.5 with Makefiles (using gcc 4.2.1) and set the following 
in cmake:
BUILD_OSG_APPLICATIONS=ON
BUILD_OSG_EXAMPLES=ON
CMAKE_OS_ARCHITECTURES=x86_64
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
OSG_WINDOWING_SYSTEM=Cocoa

Hope this helps,
Cheers,
/ulrich
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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay

Hi Paul,


I prefer to have control over both FOV and distance (yes, even in
perspective mode), as they clearly produce different results, and
sometimes I want one effect and sometimes I want the other.


I see your point, but I would say that depends on the expected level of 
the users of your application, and of course different applications will 
have different requirements as well.


You can even do different things based on the current camera type. The 
last element of a projection matrix tells you if it's perspective or 
ortho - mat[3][3] will be 0 or 1 respectively (see 
http://www.songho.ca/opengl/gl_projectionmatrix.html). So you can have a 
single camera manipulator that works for any camera (for both projection 
types), and decide what to do depending on that value if you want.


Hope this helps,

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

2011-01-04 Thread J.P. Delport

Hi,

remove the openthreads packages using package manager as well.

If that doesn't work, please post the output of:
ldd osgversion
on both machines

jp

On 05/01/11 03:29, Michael W. Hall wrote:

Thanks for the reply.  Might have confused you.  I have a 64 bit machine
and a 32 bit machine.  I have been building osg on both machines and
installing the openscenegraph package on both from package manager.  I
just removed the osg package with package manager and then got the
latest trunk on both machines.  I build fine and they install fine on
each platform.  However, I get the same result.  I get the error when I
build osg from source and I can run osgversion when I install 2.8.1 from
the package manager.  I am doing this independently on both machines to
see if I can get one or the other to work.

I am wondering if it is the code?  I am at a loss.  I have not had
trouble with osg for a while.  All compiles well.  Any ideas?

On Mon, 2011-01-03 at 20:17 +0100, David Callu wrote:

I Michael,

This seem that you run 64bit osgversion executable and use 32bit
libosg.so library, or vice versa.
You have to choose one version to install on your computer, or put the
directory containing the
right version of osg library in first place of your PATH environment
variable

ex : if you use the 32bit version of osg, do
# export PATH=/usr/local/lib:$PATH
# /usr/local/bin/osgversion

HTH
David Callu



2011/1/3 Michael Hallhal...@att.net
 Ok.  I installed OSG using apt-get and it installed 2.8.1 on
 both my 32 and 64 bit machines.  Both ran the osgversion
 command.  However, I removed the package from the 32 bit
 machine and tried to compile the latest.  The compile goes
 fine no errors, the make install works great.  However, when I
 try osgversion, I still get the following:

 osgversion: symbol lookup error: /usr/local/lib/libosg.so.70:
 undefined symbol: _ZN11OpenThreads5MutexC1ENS0_9MutexTypeE

 How do I run the ldd with osgversion to see what it needed?  I
 have tried and I cannot figure out how to use it.  I do have
 the libosg.s0.70 on my machine.  Is any one else seeing this.
 Could be that I am missing something needed to run.  Any help
 with ldd will be appreciated.

 Michael



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Re: [osg-users] How to control the model in MFC program?

2011-01-04 Thread Duan Linghao
Hi,sorry,problem solved.Something wrong with my projection matrix.

... 

Thank you!

Cheers,
Duan

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Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread J.P. Delport

Hi,

I've made an ortho texture manipulator before for panning and zooming an 
image. Basically you have to scale the ortho projection before doing any 
translation/rotation.


osg::Matrixd OrthoTextureManipulator::getInverseMatrix() const
{
return osg::Matrixd::translate(-_center) *
osg::Matrixd::translate(-_zoom_offset) *
osg::Matrixd::scale(_distance, _distance, 1.0) *
osg::Matrixd::translate(_zoom_offset) *
osg::Matrixd::rotate(_rotation.inverse());
}

This was for a texture in the XY-plane.

rgds
jp

On 05/01/11 00:26, David Glenn wrote:

Greetings!

Sorry all! I didn't mean to open old battle wounds Paul. I was just wondering 
if anybody else has written anything before I tacked it on my own!

Frankly I've never had the chance to look into the logistics of it yet! I just 
got the command from Mt High that my project has to be Orthographic and I’ve 
never done anything Orthographic in OSG (outside of a Hud display) before.

Thanks for the help!

D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Limitation in current ImageLayer serializer

2011-01-04 Thread Christiansen, Brad
Hi,

I have found a little more time to work on this issue but have become stuck. 
Using a user serializer I have managed to read and write the image sucsessfully 
in the case that the image is loaded, but cant get it to work in the case the 
image should not be loaded. I think the issue is that, when I don't want want 
to read the image (i.e. deffered loading is enabled), then I still need to read 
the image 'header' from the stream. If the image is embedded in the file then I 
think I will need to read the entire image regardless of wether deffered 
loading is enabled or not (I haven't looked at this case yet).

The code I am using is (I am testing with .osgt files so far):

static bool readImage( osgDB::InputStream is, osgTerrain::ImageLayer im )
{
  
  std::string filename = im.getFileName();
  if (!filename.empty())
  {  
  bool hasImage; 
  is  hasImage;
  if(hasImage) {
  is  osgDB::BEGIN_BRACKET;

  bool deferExternalLayerLoading = 
osgTerrain::TerrainTile::getTileLoadedCallback().valid() ? 
  
osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() : 
false;  
  if (!deferExternalLayerLoading)  
  {
  osg::ref_ptrosg::Image image = is.readImage();
  if (image.valid())
  {
  im.setImage(image.get());
  }
  } else {
  //I think this is where I need to read of the image 'header'
  }
  is  osgDB::END_BRACKET;
  }
  }
  return true;
}

static bool writeImage( osgDB::OutputStream os, const osgTerrain::ImageLayer 
im )
{ 
const osg::Image* value = im.getImage();
bool hasObject = (value!=NULL);

os  hasObject;
if ( hasObject )
{
os  osgDB::BEGIN_BRACKET  std::endl;
os.writeImage( value );
os  osgDB::END_BRACKET;
}  
return true;  
}


The relevenat section of the osgt file that is created is:

Layers 1 {
  Object osgTerrain::ImageLayer {
UniqueID 9 
Name kljhjkl 
FileName earth_L1_X0_Y0_kljhjkl.dds 
Locator TRUE {
  osgTerrain::Locator {
UniqueID 4 
  }
}
Image TRUE {
  UniqueID 10 
  FileName earth_L1_X0_Y0_kljhjkl.dds 
  WriteHint 2 2 
  DataVariance STATIC 
}}
}

And the error I get when loading the file with deffered loading enabled is a 
bad allocation error.

Any suggestions would be greatly appreciated!

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Tuesday, 30 November 2010 1:47 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Limitation in current ImageLayer serializer

Hi Brad,

In fact when I'm working on the osgTerrain serializers, I don't pay
much attention to the special mechanism that may be required when
loading terrain tile and layer classes. For the case that the image
layer may be loaded inactive according to an additional flag, I
suggest that we should handle all of these with a user serializer
instead, that is,

REGISTER_OBJECT_WRAPPER( osgTerrain_ImageLayer,
 new osgTerrain::ImageLayer,
 osgTerrain::ImageLayer,
 osg::Object osgTerrain::Layer
osgTerrain::ImageLayer )
{
ADD_USER_SERIALIZER( Image );  // _image
}

And write/read images and activate them by ourselves. Here we can read
out an image object from the input stream using is.readImage(), and
write image to disk files with the  operator.

Hope this can help if you would like to help fix the problem. :-)

Cheers,

Wang Rui


2010/11/30 Brad Christiansen brad.christian...@thalesgroup.com.au:
 Hi,

 I have discovered a piece of missing functionality in the new serializer for 
 osgTerrain::ImageLayers. The issue is that all optional layers are loaded 
 when an osgb file is loaded regardless of weather they should be or not.

 The relevant piece of code for the the .ive format is in  (in osgDB_ive) 
 void ImageLayer::read(DataInputStream* in) at line 64:

 bool deferExternalLayerLoading = 
 osgTerrain::TerrainTile::getTileLoadedCallback().valid() ?
        
 osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() 
 : false;
 // Should we read image data from stream
 IncludeImageMode includeImg = (IncludeImageMode)in-readChar();

 if (includeImg==IMAGE_REFERENCE_FILE  deferExternalLayerLoading)
 {
  setFileName(in-readString());
 }
  else
 {
  setImage(in-readImage(includeImg));
 }

 The new serializer simple adds an image serializer for an ImageLayer with no 
 similar checks.

 I have had a quick look at coding a fix but have to admit I still dont fully 
 understand how the new system works in such cases. If anyone can give me some 
 pointers on how to go about adding this functionality that would be greatly 
 apprecaited as at the momment I am having to covert my terrain