Re: [osg-users] include conflict while compiling osg 2.9.11

2011-05-09 Thread Lv Qing

robertosfield wrote:
 Hi Lv,
 
 I have now a couple experiments of including the X11 headers before
 includeDB/Serializer and adding your suggested addition to the
 osgviewerQt example and find that X11 either screws up lots of other
 OSG files or Qt headers.  This isn't something that is wrong with
 wither OSG or Qt, but the way that X11 headers use common names used
 methods, typedefs and classes polluting any attempt of C++ files to
 use these.  The C++ files might be good citizens and use namespaces so
 they don't polute third part code, but they can't protect themselves
 from pollution from C headers included before them.
 
 If you are going to use headers that pollute in an uncontrolled way
 like the X11 ones then you are left having to included them after any
 of the other headers that would be polluted by them.
 
 I would add that with the latest version of the OSG we now have a
 osgQt library with it's own GraphicsWindowQt that simplifies the
 process of integating the OSG and Qt so that you no longer need to
 play with window handles, so no need to go explictly include X11, so
 the proplem you are seeing right now is something you shouldn't need
 to come across.
 
 Robert.
 
 On Sat, May 7, 2011 at 4:55 PM, Lv Qing  wrote:
 
  Hi,
  
  
  When I integrating my osg application into  a QT application ,I found some 
  include conflicting while using osg 2.9.11.
  
  /usr/local/include/osgDB/Serializer:640: error:expected unqualified-id 
  before numeric constant
  /usr/local/include/osgDB/Serializer:640: error:expected `)' before numeric 
  constant
  /usr/local/include/osgDB/Serializer:642: error:‘Setter’ undefined
  /usr/local/include/osgDB/Serializer:690: error:‘Setter’ undefined
  /usr/local/include/osgDB/Serializer: In constructor 
  ‘osgDB::EnumSerializerC, P, B::EnumSerializer(const char*, P, P 
  (C::*)()const, int)’:
  /usr/local/include/osgDB/Serializer:643: error class 
  ‘osgDB::EnumSerializerC, P, B’  no ‘_setter’
  /usr/local/include/osgDB/Serializer: In member function ‘virtual bool 
  osgDB::EnumSerializerC, P, B::read(osgDB::InputStream, osg::Object)’:
  /usr/local/include/osgDB/Serializer:663: error:‘_setter’ undefined
  /usr/local/include/osgDB/Serializer:668: error:‘_setter’ undefined
  
  I dig a little up found it conflics when I include:
  
  #include osgViewer/api/X11/GraphicsWindowX11
  typedef Window WindowHandle;
  typedef osgViewer::GraphicsWindowX11::WindowData WindowData;
  
  in osgviewerQT.cpp.
  
  I have faced some other include conflicting problems  while using older 
  osg version ,I have just changed the include order sever times to solve 
  the problem.But this time change the order causing other conflicting wtih 
  other application's code.
  
  woo~I know it's not something wrong with OSG, just need help.
  
  
  
  
  
  
  
  
  
  ...
  
  Thank you!
  
  Cheers,
  Lv
  
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Hi,

Thx ,Robert !

Never thought you do experiments yourself for me!

I have already given up X11 and try osgviewerQtContext.

However there is a new problem,when I run the osgviewerQtContext example,it 
seems OK in siglethread mode.When I set it to the  ThreadPerCamera mode and 
resize the widget,it prints such error:
QGLContext::makeCurrent(): Failed.

After a few times resizing,it crashed and prints:
Xlib: unexpected async reply (sequence 0x0)!
X Error: 0 0
  Major opcode: 0 ()
  Resource id:  0x0
X Error: 0 0
  Major opcode: 0 ()
  Resource id:  0x0

Is it because osgviewerQtContext  do not  support muti-threading yet?
Or is there a better way?

THX!

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Re: [osg-users] osgText::Text character spacing

2011-05-09 Thread Robert Osfield
Hi Thorsten,

On Sun, May 8, 2011 at 6:49 PM, Thorsten Brehm bre...@gmail.com wrote:
 Yes, it's the font which makes the difference! We're using txf font files -
 not freetype. None of our txf fonts works with =r12068. Maybe our files are
 broken somehow, and don't supply the required kerning info. But I suspect
 that it's rather the TXFFont plugin itself which requires an update. The
 freetype plugin was adapted as part of changeset 12068, but TXFFont wasn't
 touched since. For example, TXFFont::getKerning just returns (0,0). And it
 never calls any of the new Glyph::setWidth/setHeight methods. I guess that's
 the likely cause?

Good news, it does rather sound like it's a problem with the txf
plugin that hasn't been
updated correctly to handle the revisions to osgText.  Could you send
me an example
txf file so that I can test it at my end.

Thanks,
Robert.
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Re: [osg-users] Override override?

2011-05-09 Thread Robert Osfield
Hi Anders,

If you want to protect an child's state from being override from above
you use the PROTECTED mode.

Robert.

On Mon, May 9, 2011 at 3:12 AM, Anders Backman ande...@cs.umu.se wrote:
 Hi.
 Guess I been away from OSG a bit too long.
 I have a pretty simple question.
 Assume I have a renderstate which I set to a group (lets call it PARENT) far
 up in the tree close to the root, this state set some default look, with
 shadows, texture and diffuse color.
 It has on|override|protected to make everything in the scene to get this
 look.
 Now assume I want to read in a file (in this case an obj file) into the same
 tree (child PARENT). The material in the obj file SHOULD now be used. So I
 want to override an overridden material.
 What is the best way of achieving that, assuming I want everything from the
 parent (shadows, lights) to be used, EXCEPT for any material stuff in the
 obj file.
 Do I have to load the file, traverse down until I find a state, see if it
 has a material attribute, set it to on|protected|override?
 Or is there any other way of saying, ok, down to this node, we have been
 using the material set from the root (PARENT), but it will stop here.
 From this node down, anything specified (even without OVERRIDE,PROTECTED),
 will be used.


 Cheers,
 Anders
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[osg-users] OpenSceneGraph-2.9.14 developer version released

2011-05-09 Thread Robert Osfield
Hi All,

Yesterday I tagged the 2.9.14 developer release.  Main changes are
merging of pending submissions and fixes that address issues reported
from a Coverity analysis of the OSG codebase.   Download page for
developer releases:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

   source: 
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.9.14.zip

   svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.14
OpenSceneGraph


Thanks to all those who have contributed code and done testing,
Robert.

ChangeLog since 2.9.13:


2011-05-06 16:46  robert

* include/osgDB/Registry, src/osgDB/Registry.cpp: Added
  osg::ref_ptrosgDB::Archive
  osgDB::Registry::getRefFromArchiveCache() and
  osg::ref_ptrosgDB::Object
  osgDB::Registry::getRefFromObjectCache().

2011-05-06 12:32  robert

* include/osgUtil/SceneGraphBuilder: Removed trailing spaces

2011-05-06 12:30  robert

* include/osgUtil/PolytopeIntersector: Fixed Coverity reported
  issue.

  CID 11828: Uninitialized scalar field (UNINIT_CTOR)
  Non-static class member distance is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member maxDistance is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member numIntersectionPoints is not initialized
  in this constructor nor in any functions that it calls.
  Non-static class member primitiveIndex is not initialized in this
  constructor nor in any functions that it calls.

2011-05-06 12:30  robert

* include/osgVolume/Property: Moved constructor implementation into
  .cpp

2011-05-06 12:27  robert

* src/osgVolume/Property.cpp: Fixed Coverity reported issue.

  CID 11838: Uninitialized scalar field (UNINIT_CTOR)
  Non-static class member _alphaFuncKey is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member _cyleBackwardKey is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _cyleForwardKey is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _sampleDensityKey is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _transparencyKey is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _updateAlphaCutOff is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _updateSampleDensity is not initialized
  in this constructor nor in any functions that it calls.
  Non-static class member _updateTransparency is not initialized in
  this constructor nor in any functions that it calls.

2011-05-06 12:26  robert

* src/osgUtil/PolytopeIntersector.cpp: Fixed Coverity reported
  issue.

  CID 11827: Uninitialized scalar field (UNINIT_CTOR)
  Non-static class member _plane_mask is not initialized in this
  constructor nor in any functions that it calls.

2011-05-06 12:25  robert

* src/osgUtil/PlaneIntersector.cpp: Fixed Coverity reported issue.

  CID 11826: Uninitialized scalar field (UNINIT_CTOR)
  Class member declaration for _recordHeightsAsAttributes.

2011-05-06 12:25  robert

* src/osgUtil/Simplifier.cpp: Fixed Coverity reported issue.

  CID 11830: Uninitialized pointer field (UNINIT_CTOR)
  Non-static class member _geometry is not initialized in this
  constructor nor in any functions that it calls.

2011-05-06 12:24  robert

* src/osgUtil/IntersectVisitor.cpp: Fixed Coverity reported issue.

  CID 11825: Uninitialized scalar field (UNINIT_CTOR)
  Non-static class member _primitiveIndex is not initialized in
  this constructor nor in any functions that it calls.
  Non-static class member _ratio is not initialized in this
  constructor nor in any functions that it calls.

  CID 11824: Uninitialized scalar field (UNINIT_CTOR)
  Non-static class member _hit is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member _index is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member _length is not initialized in this
  constructor nor in any functions that it calls.
  Non-static class member _ratio is not initialized in this
  constructor nor in any functions that it calls.

2011-05-06 12:23  robert

* 

[osg-users] getting position and orientation of subobjects in Node Callback traversal

2011-05-09 Thread issam boughanmi
Hi,

here the situation

i am using using blender to make my 3d scene

i represent the trees with green cubes : with names like : tree, tree.001, 
tree.002, etc

the cessana airplanes are represented by white cubes

and so on for all the repetitive scene objects

next in my osg application i am using a find node callback visitor based on 
the name to replace the cubes with real 3d objects and put them in a pagedlod 
node

tha problem is how to get the position,orientaion of these various objects 
during traversal to position the real 3d models correctelly

thanks and good day

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Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-09 Thread Michael Platings
I've now updated
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Pluginsto
give the definitive answer on this.
In summary:
OpenSceneGraph 2.8.x - FBX 2010.2
OpenSceneGraph 2.9.x - Whatever FBX version it tells you in
ReaderWriterFBX.h, latest is 2012.1


On 5 May 2011 01:24, tim paige tim.pa...@cox.net wrote:

 Hi,

 I too have had these same kinds of problems with the FBX SDK...

 I got the sdk from Autodesk and found those same kinds of complaints...
 like this function is not a member of so and so... and yes... they do
 indeed play games with the members of certaiin classes (they can't make up
 their minds about where to house certain funtional capabilities).  I read
 one comment regarding the software you love to hate due to their
 uncompassionate departures from maintaining backwards compatibility... but
 then again, we sometimes complain about the problems maintaining backwards
 compatibility can cause --- So... the next time i downloaded a different
 SDK, I downloaded them all from the top down into separate version
 directories to within a reasonable time period given what had worked with
 osg before.

 I went through three iterations starting with the most recent FBS SDK and
 merely changed the references to the include files until I got a hit
 (meaning membership was finally matching the class of interest) and then
 followed through to change library files and such to the appropriate SDK.
 I am using 2.9.11 and sometimes 13, and I had to go backwards (with the FBX
 SDK (2.11.3.1)) until compatibility occurred.

 Cheers,
 tim

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Re: [osg-users] Fine-grained render ordering

2011-05-09 Thread Riccardo Corsi
Hi,

is the render order index another option?
This is the index that Camera::SetRenderOrder() takes as the second
parameter.
For instance if you place camera C in PreRender with index -1 and sibling A
and B in PreRender with a greater index,
I think you should get what you're after.

Ricky



On Sat, May 7, 2011 at 13:40, Sergey Polischuk pol...@yandex.ru wrote:

 Hi, Craig

 Will C be rendered twice? - yes
 Would it work to make C a child of A only, with A PRE_RENDER and B
 POST_RENDER? - yes

 You could also use linear structure like A - B - C

 Cheers, Sergey.


 06.05.2011, 17:55, Craig S. Bosma craig.bo...@gmail.com:

 Sergey,

 Thanks, that's been very helpful. I have some other questions though:
 suppose you have a graph with camera C, a child of sibling cameras A  B,
 e.g.

 A - C
 B - C

 Will C be rendered twice? If so, how would one make C render first, then
 render each of A, B with the output textures of C? Would it work to make C a
 child of A only, with A PRE_RENDER and B POST_RENDER?

 Thanks,
 Craig


 On Tuesday, May 3, 2011 at 2:30 AM, Sergey Polischuk wrote:

 Sent incomplete message by accident :)

 Example : camera1 - camera2(prerender) - camera4(prerender)
  - camera3(postrender)

 render order will be camera4 (rendered first), camera2, camera3,
 camera1(rendered last)

 Cheers, Sergey.

 03.05.2011, 11:28, Sergey Polischuk pol...@yandex.ru:

 Hi, Craig

 When you have nested cameras they work like nested render stages. All
 cameras under another camera node will render just before or just after
 (depending on render order set on camera) rendering parent camera. With that
 in mind you can build hierarchy that suits your purposes.

 Example : camera1 - camera2



 02.05.2011, 16:17, Craig S. Bosma craig.bo...@gmail.com;:

 Will the same technique work with a third camera C?

 Sent from my iPhone

 On Apr 28, 2011, at 11:06 AM, Sergey Polischuk pol...@yandex.ru wrote:



 Hi, Craig
 In your example, put camera A as child of B with render order on camera A
 set to prerender.

 Cheers, Sergey.


 27.04.2011, 18:38, Craig S. Bosma craig.bo...@gmail.com:

 Robert,

 Thanks for pointing out the TraversalOrderBin, I wasn't aware of that.
 However, I'm still a little unclear on how that might help for my use.
 Suppose I have a scene with with a root Group node and two child Camera
 Nodes, A and B. Suppose both render to a texture via FBO, and that B needs
 A's texture output. If I put the root node in the TraversalOrderBin, would
 that guarantee that camera A is rendered completely before camera B? What if
 A instead were a child of B?

 Thanks,
 Craig


 On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote:

 Hi Craig,

 The best way to manage render bin is vis State::setRenderBinDetails(),
 and in the 2.9.x dev series you can now select a render bin that sorts
 on traversal order of a subgrpah which makes some techniques easier -
 use the RenderBin string TraversalOrderBin to select this bin.

 If you want to create and chain RenderStages then using an osg::Camera
 in the scene graph is often one of the best ways to do this, and use
 the Camera::setRenderOrder(..) to control the order. You can also use
 a custom cull traversal callback to create RenderStage/RenderBin and
 assign these to the rendering backend, but this does require a greater
 knowledge of the internals of the rendering backend.

 Robert.

 On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma  craig.bo...@gmail.com
 craig.bo...@gmail.com wrote:

 Hi,
 I'm working on a shader-driven graphics pipeline for an OSG-based app, and
 I
 want to better understand how I can better control the rendering order. I
 want to render my initial scene to several texture targets, with opaque and
 transparent objects handled separately. Currently I do this using node
 masks, but from this thread
 ( http://forum.openscenegraph.org/viewtopic.php?t=2374
 http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems like it
 would be better to use renderbin/renderstages. I have several more
 post-processing stages to follow, so I'm convinced that's the way to go for
 me to have full control over the pipeline.
 I've dug into the source for SceneView, RenderBin, RenderStage, etc. but
 it's not obvious to me how to shift objects from one bin to another (aside
 from setRenderBinDetails), or how to add stages that form a dependency
 chain. If anyone has examples or general advice on where to look, I'd be
 glad to hear it.
 Thanks,
 Craig


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Re: [osg-users] Manual perspective distortion?

2011-05-09 Thread Alexander Dieterle
Good morning everyone,

I hope everyone of you had a nice and enjoyable weekend? Here in Germany it was 
brilliant weather, in addition, yesterday was mother's day so we had a very 
enjoyable time with the family - hope the same for you! :)

Anyways - first off, thank you all very much for your answers. 

Torben, I did read into your code on Friday and, from a first glance at it, it 
seems like a possible solution for the problem. I think the perfect way to 
create that matrix would be by using a camera and creating the distortion pixel 
map by analysing the offset dynamically via the camera image. It's a quite 
complex way to do it, but the result should be quite good - however, if I can't 
find a student to write his bachelor thesis on that, I fear there won't be 
resources available to do it ;) 

Shayne, thank you very much - the links you offered perfectly describe the 
issues I'm dealing with. If I understand you right, I am already tweaking the 
frustum to calibrate the viewing area by using

setProjectionMatrixAsFrustum(left, right, bottom, top, near, far); .

The problem with this method is that by using each of those parameters I can 
only move an entire border of the projection area - so the entire left, right, 
bottom or top border of the frustum. This allows me to adjust the frustum such 
that it does fit into the projection screen; however, it does not help at all 
against the distortion in the image. To do so, I had to be able to move the 
corners of the frustum individually, and that's something I don't quite know 
how to do it.

I'll read into the paper more deeply and will let you know if it could help me 
any further.

Have a great start in the new week!

-Alex

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Re: [osg-users] Manual perspective distortion?

2011-05-09 Thread Torben Dannhauer
Hi aeonsan,

on which university you are working? Yes, the weekend was great: blue sky, sun, 
warm winds in the mountains an mountainbike between my feet - it was like 
holiday :)

Good luck with your investigation, I'm interested in your findings!


warm regards from Salzburg, AT,

Torben

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Re: [osg-users] Manual perspective distortion?

2011-05-09 Thread Torben Dannhauer
Hi JP, Hi aeonsan 

this tool is no longer maintained and quite buggy. 
Once I had contact to the author as I started my project but as I tried to mail 
him my improvements at the end all attempts failed to contact him.

After some weeks I decided to continue the hosting and published 
ProjectionDesigner 1.15 ( his last version was 1.1) you can find it on 
osgvisual.org (Techniqually its the same as 1.10 with a lot currected bugs - 
anyway it's still very buggy.)

The output of ProjectionDesigner is a distortion map you can use with the 
distortion module of osgvisual (that module can be used for any osg project)


Cheers,
Torben

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-09 Thread Fred Smith

Paul Martz wrote:
 On 5/6/2011 4:05 AM, Fred Smith wrote:
 
  You usually want to create GL batches that are as large as possible. 10 
  draw calls of 100 elements will be slower than 1 draw call of 1000 elements.
  Something else I have noticed a little while ago was that the stateset 
  processing engine of OSG might be slow. One thing I have been surprised 
  with was the performance with a scene graph containing just empty statesets 
  on drawables vs. no stateset at all. Just having empty statesets decreases 
  perf quite a bit, eg. just by calling getOrCreateStateSet.
  
 
 osgWorks.google.com contains the CountStateSets visitor, which will remove 
 empty 
 StateSets, just for this reason.
 -Paul
 

OSG is a great piece of code, don't get me wrong - but I see a weakness here.

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Re: [osg-users] getting position and orientation of subobjects in Node Callback traversal

2011-05-09 Thread Glenn Waldron
From the visitor, you can call:

osg::computeLocalToWorld( getNodePath() )

This will give you the absolute positioning matrix of the node you are
visiting.


Glenn Waldron / Pelican Mapping / @glennwaldron


On Mon, May 9, 2011 at 4:57 AM, issam boughanmi amigof...@gmail.com wrote:

 Hi,

 here the situation

 i am using using blender to make my 3d scene

 i represent the trees with green cubes : with names like : tree, tree.001,
 tree.002, etc

 the cessana airplanes are represented by white cubes

 and so on for all the repetitive scene objects

 next in my osg application i am using a find node callback visitor based
 on the name to replace the cubes with real 3d objects and put them in a
 pagedlod node

 tha problem is how to get the position,orientaion of these various objects
 during traversal to position the real 3d models correctelly

 thanks and good day

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 http://forum.openscenegraph.org/viewtopic.php?p=39186#39186





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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay

Hi Farshid,


1) Adding prefix/suffix to image filename. I believe this is the easiest
method. The filename will be applied to the exported osg::Image object.
For example, you can append _[normal] to all normal map images.


I think this is a bit too intrusive. The artist should be able to name 
their images however they want...



2) Adding tags to the material name. Using the Material Editor in Max,
you can set the name of a material to any arbitrary string. The name
will be applied to the corresponding osg::StateSet and osg::Drawable
object. I'm thinking of changing this so it is only applied to the
osg::StateSet object. Using the previous example, you can append
_[normal] to the material name to flag that it contains a normal map.


That's a better idea I think. And then on load, when we have interpreted 
the file and determined we need to load the normal map, we can remove 
the suffix so that the real name is there again.



3) Modifying the object properties. I wouldn't recommend this technique
for material related settings. We use it for node related settings.
Right-click an object in the scene and select Object Properties.
Select the User Defined tab and enter any mult-line string within the
textbox. This gets exported as a description string of the corresponding
osg::Node object.


Do even materials have user defined object properties? If so, then I 
think this is the best option for all settings, as it can be arbitrary 
settings and arbitrary length. For example, the exporter might want to 
set a tag saying that the material needs a normal map, but also include 
the filename of the normal map texture and the amount of bump. Other 
types of effects might have other settings too. Including all that in 
the material name will get hard to parse, whereas with user defined 
properties, we could have one setting per line and it's easy to parse.


I'll have a look at what I can do to do that. Thanks for the examples.

J-S
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay

Hi Javier,


   I have to get deeper in this issue, but unfortunately I won't have
much time for it. I'll let you know if I get to something.


I've found out what the problem is: When the Phong class tries to 
generate a shader code block ( Phong::getCodeBlock() ), if the material 
was actually a Blinn, then it has no cosinePower plug, so it gives a 
runtime error there. For some reason when the plugin is compiled with 
optimization enabled, when printing that runtime error it crashes.


I'll fix it correctly and send you the changes. I initially didn't want 
to duplicate the Phong class to make a Blinn class for so little 
difference between the two, but in retrospect it will be cleaner.


Thanks,

J-S
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Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-09 Thread Andrea Martini
Hi Michael,
i have installed fbx sdk 2010.2 and i'm using openscenegraph 2.8.4
But, unfortunally, i have the same error during compile time :

..\..\..\..\src\osgPlugins\fbx\ReaderWriterFBX.cpp(233) :
'fbxsdk_201002::KFbxImporter::Initialize' : no overloaded function takes 2 
arguments

Maybe, i'm doing something wrong, but i don't understand what.


Andrea

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-09 Thread Chris 'Xenon' Hanson
On 5/9/2011 5:49 AM, Fred Smith wrote:
 OSG is a great piece of code, don't get me wrong - but I see a weakness here.

  What, exactly, does that mean?

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-09 Thread Fred Smith
It means that there seems to be a cost in doing state changes with OSG. GL 
state changes do not necessarily incur any cost - this is implementation 
specific anyway - whereas OSG state changes seem to always incur one, as even 
going through empty statesets does incur a cost.

Is that clear enough for you?

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[osg-users] [forum] problems with saving output in stereo mode

2011-05-09 Thread Helen Diez
Hi !

I'm working on a project in which I want to render side-by-side video with some 
other stereo objects. And later reproduce this on a stereo TV.

I'm using a decklink card to capture and playback the final scene.

The problem I'm finding is that I cannot save the final scene in stereo mode in 
my m_frameBuffer, I only get an output of a non-stereo configuration.

osg::ref_ptr osg::Camera  _Camera = new osg::Camera();
Camera -attach(osg::Camera::COLOR_BUFFER, m_frameBuffer);

 while( !viewer.done() )
{
viewer.frame();
sprintf(_str, image.png);
osgDB::writeImageFile(*m_frameBuffer, std::string(_str));
 }


where should I define the osg::DisplaySettings-setStereo(true)
to my viewer or to my _Camera, both ?

I'm quite messed up, any ideas in what might I be doing wrong?

Thanks a lot in advance!

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-09 Thread Robert Osfield
Hi Fred,

On Mon, May 9, 2011 at 3:42 PM, Fred Smith osgfo...@tevs.eu wrote:
 It means that there seems to be a cost in doing state changes with OSG.

Indeed there is!!  It's written to be lightweight, using pointer rater
than content comparisons where possible, but you can't ever disappear
CPU cycles completely.  This work that the OSG does on state is to
minimize the number of state changes sent to OpenGL, so while there is
a higher CPU cost, the GPU cost is lower.

 GL state changes do not necessarily incur any cost - this is implementation 
 specific anyway - whereas OSG state changes seem to always incur one, as even 
 going through empty statesets does incur a cost.

Some GL state changes are relatively lightweight, but since any GL
call overhead itself is not cheap, avoid GL calls is worth the effort,
and some GL state changes are hugely expensively.  The OSG does state
sorting and lazy state updating to make sure that the graphics is sent
to the GPU as efficiently as it can.

As for empty StateSets,  the OSG during traversal doesn't know a
StateSet is empty until it checks it contents, do so waste time of
course, but there is nothing the OSG can do during traversal to avoid
this.  However, an empty StateSet is a indication of very poorly set
up scene graph.  Efficient scene graph don't have rendundent StateSet
or Node's in the scene graph, the osgUtil::Optimizer contains are
plarethora of visitors to help condition poorly balanced scene graphs,
so if you do have a problem scene graph the Optimizer is a great tool
to utilize as a pre-processing step.

Performance problems that end users see are almost always caused by
scene graphs that are poorly constructed for the purpose that have
been created for, so if you see high update, cull and draw dispatch
and draw GPU investigate the bottlenecks with a view to understanding
what in your scene graph is introducing the large overheads.  The
skill of creating an optimal scene graph isn't a trivial one though,
it's one of the core skills for real-time graphics experts to develop,
a skill that takes many years to mature.  I am still a learning, and
don't really every expert to stop learning about this as technology
continues to evolve at a break-neck speed.

Robert.
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay

Hi Javier,

In the end, the fact that the shader generation code in phong.cpp was 
trying to access a plug that didn't exist for a blinn material wasn't 
the cause of the crash (the code is well guarded so it just returns an 
empty plug). Plus, that plug is never used anyways (the 
gl_FrontMaterial.shininess is used, and that was set according to my 
approximation in shader.cpp, so that should be fine). Still, I made the 
Blinn class anyways so it's a starting point if we ever want to refine it.


What I did to remove the crash (at least until we can find the real 
cause) is to disable optimization for the function where it crashes.


I also saw that one of the plugs was missing in phong.cpp, and even if 
it's empty, for completeness I added it.


So find the modified files attached. They all go in src/GLSL, except the 
CMakeLists.txt which goes into the root.


Thanks in advance,

J-S
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#Maya2OSG - A toolkit for exporting Maya scenes to OpenSceneGraph
#Copyright (C) 2010 Javier Taibo javier.ta...@gmail.com
#
#This file is part of Maya2OSG.
#
#Maya2OSG is free software: you can redistribute it and/or modify
#it under the terms of the GNU General Public License as published by
#the Free Software Foundation, either version 3 of the License, or
#(at your option) any later version.
#
#Maya2OSG 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
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with Maya2OSG.  If not, see http://www.gnu.org/licenses/.
#

# Thanks to Diego/ScEngMan for some hints on the creation of this CMake script
#
# 
http://area.autodesk.com/forum/autodesk-maya/sdk/build-maya-plug-ins-using-cmake-40a-howto41
# http://crackart.org/wiki/HowTo/CMakeForMaya

CMAKE_MINIMUM_REQUIRED(VERSION 2.6)

PROJECT(Maya2OSG)

list( APPEND CMAKE_MODULE_PATH ${Maya2OSG_SOURCE_DIR}/CMakeModules )

SET(VERSION_MAJOR 0)
SET(VERSION_MINOR 4)
SET(VERSION_RELEASE 2)
SET(VERSION_PATCH c)


# Platform specific definitions
IF(WIN32)
IF(MSVC)
# To enable /MP, parralel build on MSVC
OPTION(WIN32_USE_MP Set to OFF to diable /MP. ON)
MARK_AS_ADVANCED(WIN32_USE_MP)
IF(WIN32_USE_MP)
SET(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} /MP)
ENDIF(WIN32_USE_MP)

# Other MSVC compilation flags
ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS)
ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE)

ENDIF(MSVC)
ENDIF (WIN32)

# Set the Maya version and architecture (default values)
SET(MAYA_VERSION 2011 CACHE STRING Maya Version)
SET(MAYA_ARCH x64 CACHE STRING HW Architecture)

IF(WIN32)
SET( MAYA_USER_DIR $ENV{USERPROFILE}/Documents/maya CACHE PATH Maya 
user home directory )
SET( MAYA_ROOT $ENV{PROGRAMFILES}/Autodesk/Maya${MAYA_VERSION} CACHE 
PATH Maya installation directory )
SET( MAYA_SDK_DEFINITIONS _AFXDLL;_MBCS;NT_PLUGIN;REQUIRE_IOSTREAM )
ELSE()
SET( MAYA_USER_DIR $ENV{HOME}/maya CACHE PATH Maya user home 
directory )
SET( MAYA_ROOT /usr/autodesk/maya${MAYA_VERSION}-${MAYA_ARCH} )
ENDIF()

SET( MAYA_HEADERS_DIR ${MAYA_ROOT}/include )
SET( MAYA_LIBRARY_DIR ${MAYA_ROOT}/lib )
IF (EXISTS $ENV{MAYA_PLUG_IN_PATH})
SET ( MAYA_PLUGINS_DIR $ENV{MAYA_PLUG_IN_PATH} CACHE PATH Maya plug-in 
installation directory )
ELSE ()
SET( MAYA_PLUGINS_DIR ${MAYA_ROOT}/bin/plug-ins CACHE PATH Maya 
plug-in installation directory )
ENDIF ()

FIND_PACKAGE(OpenGL)
include( FindOSGHelper )

# Set all postfixes to nothing so we can compile other versions and they will
# be loaded instead of the release version by Maya.
SET(CMAKE_DEBUG_POSTFIX )
SET(CMAKE_RELWITHDEBINFO_POSTFIX )
SET(CMAKE_MINSIZEREL_POSTFIX )

SET ( LOCAL_WARNING_FLAGS /W3 )
SET ( LOCAL_RTTI_FLAGS /GR )

SET(CMAKE_INSTALL_PREFIX ${MAYA_PLUGINS_DIR})
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)

SET ( TARGET maya2osg )

SET ( SOURCE_FILES 
src/animation.cpp
src/animation.h
src/camera.cpp
src/camera.h
src/cameraanimation.cpp
src/cameraanimation.h
src/common.cpp
src/common.h
src/config.cpp
src/config.h
src/dagnode.cpp
src/dagnode.h
src/directionallight.cpp
src/directionallight.h
 

Re: [osg-users] large VBOs for multiple Drawables

2011-05-09 Thread Fred Smith
Hi Robert,

The stateset performance issue, if ever encountered, can easily be worked 
around with a draw callback using applyAttribute/applyTextureAttribute prior to 
rendering every drawable.
This is a very slim point where there might be room for improvement, and what 
you said perfectly makes sense to me. OSG is a library that I like getting 
familiar with, kudos to you and the community for all the good work.

Best,
Fred

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Re: [osg-users] osgText::Text character spacing

2011-05-09 Thread Thorsten Brehm

Hi Robert,

On 09.05.2011 09:28, Robert Osfield wrote:

Good news, it does rather sound like it's a problem with the txf
plugin that hasn't been
updated correctly to handle the revisions to osgText.  Could you send
me an example
txf file so that I can test it at my end.


Oh, of course, that's our main font:

http://www.gitorious.org/fg/fgdata/blobs/raw/958c11a1b8e67c24035c19d2ef75aeeec387c58b/Fonts/Helvetica.txf

Plenty more txf fonts available here:
http://www.gitorious.org/fg/fgdata/trees/master/Fonts

cheers,
Thorsten
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[osg-users] OpenGL 3.0 support

2011-05-09 Thread Brad Colbert
Hi folks,

There may be a simple answer to this question but how do you successfully 
compile osg 2.9.* with OpenGL 3.0 support?  I'm getting undefined functions, 
such as glLoadMatrixf.

-B

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[osg-users] How to know when paged scene is loaded

2011-05-09 Thread Lars Ivar Haave
Hi,

I would like to know if there is any way to get a callback or something when a 
paged scene is finished loading.
My scene (terrain) is paged from disk and when i move my camera it will take 
some time to page in all the geometry and so on. What would be the best way to 
check when all geometry are finished loading ?
I know there are some kind of queue system on what files to load when working 
with paged files. 
Could i for example check that, and when the queue is empty, i could assume 
that everything is loaded ? Or is there already some mechanism in osg for this ?
If someone could point me in the right direction, i would be very happy! :)

Thank you!

Cheers,
Lars Ivar

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[osg-users] About VBO in OSG

2011-05-09 Thread Ivan Shen
Hi, every:

I am very confused with the VBO in osg.
what is the euqal funcs to the codes followed in OSG?

  glGenBuffers(1, vboID);
  glBindBuffer(GL_ARRAY_BUFFER, *vboID);
  
  // initialize buffer object
  unsigned int size = mesh_width * mesh_height * typeSize;
  glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
  
  glBindBuffer(GL_ARRAY_BUFFER, 0);


I want to specify and use the vboID, but I dont know how to get the number.   

Thank you very much for your any reply
... 

Thank you!

Cheers,
shl

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[osg-users] [3rdparty] OSG C#

2011-05-09 Thread Sander Lan
Hi,

Does anyone have experience with using OpenSceneGraph in a C# environment?

Thank you!

Cheers,
Sander

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Re: [osg-users] [3rdparty] OSG C#

2011-05-09 Thread Chris 'Xenon' Hanson
On 4/27/2011 1:50 AM, Sander Lan wrote:
 Does anyone have experience with using OpenSceneGraph in a C# environment?

http://forum.openscenegraph.org/viewtopic.php?t=3686


  I'm pursuing a slightly different approach in a .NET application I'm 
interfacing with
right now, but I won't have any info to share until after it's done and we know 
if it
works. ;)

-- 
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  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
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Re: [osg-users] Override override?

2011-05-09 Thread Anders Backman
Yes,, which means I have to traverse down and protect any StateSet which I
found in the subgraph...

Ok, thats what I though.

/A

On Mon, May 9, 2011 at 9:31 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Anders,

 If you want to protect an child's state from being override from above
 you use the PROTECTED mode.

 Robert.

 On Mon, May 9, 2011 at 3:12 AM, Anders Backman ande...@cs.umu.se wrote:
  Hi.
  Guess I been away from OSG a bit too long.
  I have a pretty simple question.
  Assume I have a renderstate which I set to a group (lets call it PARENT)
 far
  up in the tree close to the root, this state set some default look, with
  shadows, texture and diffuse color.
  It has on|override|protected to make everything in the scene to get this
  look.
  Now assume I want to read in a file (in this case an obj file) into the
 same
  tree (child PARENT). The material in the obj file SHOULD now be used. So
 I
  want to override an overridden material.
  What is the best way of achieving that, assuming I want everything from
 the
  parent (shadows, lights) to be used, EXCEPT for any material stuff in the
  obj file.
  Do I have to load the file, traverse down until I find a state, see if it
  has a material attribute, set it to on|protected|override?
  Or is there any other way of saying, ok, down to this node, we have been
  using the material set from the root (PARENT), but it will stop here.
  From this node down, anything specified (even without
 OVERRIDE,PROTECTED),
  will be used.
 
 
  Cheers,
  Anders
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Re: [osg-users] Get all vertices of a node

2011-05-09 Thread Marco Bigolin
I have edited my code a little bit.
But the problem still exists. There are a lot of triangle and quads which have 
2 oder 3 equal points.

One Example:

Code:

2011-May-09 21:29:19.180909 notification -42.5113, 37.4068, 16.453
2011-May-09 21:29:19.190909 notification -42.5113, 37.4068, 16.453
2011-May-09 21:29:19.190909 notification -42.5113, 35.8931, 23.5304
2011-May-09 21:29:19.210909 notification -42.5113, 42.9705, 25.044

2011-May-09 21:29:19.600910 notification 20.638, -20.3263, 23.5595
2011-May-09 21:29:19.610910 notification 20.638, 2.92978, 23.5595
2011-May-09 21:29:19.620910 notification 20.638, 2.92981, 0.30339
2011-May-09 21:29:19.630910 notification 20.638, 2.92981, 0.30339




Here is my new code:

Code:

void SoundManager::addGeometry( osg::Geometry *geom, osg::Matrix *matrix )
{
FMOD_RESULT result;

osg::Vec3d point;
FMOD_VECTOR pos = {0.0, 0.0, 0.0};

osg::Vec3Array *vertices = 
dynamic_castosg::Vec3Array*(geom-getVertexArray());
osg::Geometry::PrimitiveSetList primitiveList = 
geom-getPrimitiveSetList();

int polygonIndex = 0;

for(int x = 0; x primitiveList.size(); x++)
{

osg::PrimitiveSet *set = primitiveList[x];

FMOD_VECTOR *vector = (FMOD_VECTOR *)malloc(sizeof(FMOD_VECTOR) 
* set-getNumIndices());

FMOD::Geometry *geometry = NULL;
int mode = 1;


if (set-getMode() == osg::PrimitiveSet::Mode::TRIANGLES)
{
mode = 3;
}
else if (set-getMode() == osg::PrimitiveSet::Mode::QUADS)
{
mode = 4;
}
else if (set-getMode() == osg::PrimitiveSet::Mode::POLYGON)
{
mode = set-getNumIndices();
}



result = _system-createGeometry(set-getNumIndices() / mode, 
vertices-size(), geometry);
ERRCHECK(result);

for(int y = 0; y  set-getNumIndices(); y++)
{

for(int z = 0; z  mode; z++)
{
point = osg::Vec3d((* 
vertices)[set-index(y)].x(), (* vertices)[set-index(y)].y(), (* 
vertices)[set-index(y)].z()) * (*matrix);
vector[z].x = point.x();
vector[z].y = point.y();
vector[z].z = point.z();
y++;

I3D_LOG(notification)  vector[z].x  ,   
vector[z].y  ,   vector[z].z;
}

I3D_LOG(notification)   ;
result = geometry-addPolygon(0.9, 0.9, true, mode, 
vector, polygonIndex);
ERRCHECK(result);

}
}
}




Can someone give me a little hint, where the error could be?

Thank you very much!

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
  Hi J-S,

On Mon, May 9, 2011 at 5:15 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 In the end, the fact that the shader generation code in phong.cpp was trying
 to access a plug that didn't exist for a blinn material wasn't the cause of
 the crash (the code is well guarded so it just returns an empty plug). Plus,
 that plug is never used anyways (the gl_FrontMaterial.shininess is used, and
 that was set according to my approximation in shader.cpp, so that should be
 fine). Still, I made the Blinn class anyways so it's a starting point if we
 ever want to refine it.

 What I did to remove the crash (at least until we can find the real cause)
 is to disable optimization for the function where it crashes.

 I also saw that one of the plugs was missing in phong.cpp, and even if it's
 empty, for completeness I added it.

  Great! Thanks for the corrections. Submitted to svn/trunk.

 So find the modified files attached. They all go in src/GLSL, except the
 CMakeLists.txt which goes into the root.

  Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?


  Cheers!

-- 
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay

Hi Javier,


   Great! Thanks for the corrections. Submitted to svn/trunk.


Thanks!


   Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?


See the attached file. :-)

Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/

#Maya2OSG - A toolkit for exporting Maya scenes to OpenSceneGraph
#Copyright (C) 2010 Javier Taibo javier.ta...@gmail.com
#
#This file is part of Maya2OSG.
#
#Maya2OSG is free software: you can redistribute it and/or modify
#it under the terms of the GNU General Public License as published by
#the Free Software Foundation, either version 3 of the License, or
#(at your option) any later version.
#
#Maya2OSG 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
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with Maya2OSG.  If not, see http://www.gnu.org/licenses/.
#

# Thanks to Diego/ScEngMan for some hints on the creation of this CMake script
#
# 
http://area.autodesk.com/forum/autodesk-maya/sdk/build-maya-plug-ins-using-cmake-40a-howto41
# http://crackart.org/wiki/HowTo/CMakeForMaya

CMAKE_MINIMUM_REQUIRED(VERSION 2.6)

PROJECT(Maya2OSG)

list( APPEND CMAKE_MODULE_PATH ${Maya2OSG_SOURCE_DIR}/CMakeModules )

SET(VERSION_MAJOR 0)
SET(VERSION_MINOR 4)
SET(VERSION_RELEASE 2)
SET(VERSION_PATCH c)


# Platform specific definitions
IF(WIN32)
IF(MSVC)
# To enable /MP, parralel build on MSVC
OPTION(WIN32_USE_MP Set to OFF to diable /MP. ON)
MARK_AS_ADVANCED(WIN32_USE_MP)
IF(WIN32_USE_MP)
SET(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} /MP)
ENDIF(WIN32_USE_MP)

# Other MSVC compilation flags
ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS)
ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE)

ENDIF(MSVC)
ENDIF (WIN32)

# Set the Maya version and architecture (default values)
SET(MAYA_VERSION 2011 CACHE STRING Maya Version)
SET(MAYA_ARCH x64 CACHE STRING HW Architecture)

IF(WIN32)
SET( MAYA_USER_DIR $ENV{USERPROFILE}/Documents/maya CACHE PATH Maya 
user home directory )
SET( MAYA_ROOT $ENV{PROGRAMFILES}/Autodesk/Maya${MAYA_VERSION} CACHE 
PATH Maya installation directory )
SET( MAYA_SDK_DEFINITIONS _AFXDLL;_MBCS;NT_PLUGIN;REQUIRE_IOSTREAM )
ELSE()
SET( MAYA_USER_DIR $ENV{HOME}/maya CACHE PATH Maya user home 
directory )
SET( MAYA_ROOT /usr/autodesk/maya${MAYA_VERSION}-${MAYA_ARCH} )
ENDIF()

SET( MAYA_HEADERS_DIR ${MAYA_ROOT}/include )
SET( MAYA_LIBRARY_DIR ${MAYA_ROOT}/lib )
IF (EXISTS $ENV{MAYA_PLUG_IN_PATH})
SET ( MAYA_PLUGINS_DIR $ENV{MAYA_PLUG_IN_PATH} CACHE PATH Maya plug-in 
installation directory )
ELSE ()
SET( MAYA_PLUGINS_DIR ${MAYA_ROOT}/bin/plug-ins CACHE PATH Maya 
plug-in installation directory )
ENDIF ()

FIND_PACKAGE(OpenGL)
include( FindOSGHelper )

# Set all postfixes to nothing so we can compile other versions and they will
# be loaded instead of the release version by Maya.
SET(CMAKE_DEBUG_POSTFIX )
SET(CMAKE_RELWITHDEBINFO_POSTFIX )
SET(CMAKE_MINSIZEREL_POSTFIX )

SET ( LOCAL_WARNING_FLAGS /W3 )
SET ( LOCAL_RTTI_FLAGS /GR )

SET(CMAKE_INSTALL_PREFIX ${MAYA_PLUGINS_DIR})
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)

SET ( TARGET maya2osg )

SET ( SOURCE_FILES 
src/animation.cpp
src/animation.h
src/camera.cpp
src/camera.h
src/cameraanimation.cpp
src/cameraanimation.h
src/common.cpp
src/common.h
src/config.cpp
src/config.h
src/dagnode.cpp
src/dagnode.h
src/directionallight.cpp
src/directionallight.h
src/field.cpp
src/field.h
src/group.cpp
src/group.h
src/importervisitor.cpp
src/importervisitor.h
src/lights.cpp
src/lights.h
src/maya2osg.cpp
src/maya2osg.h
src/mesh.cpp
src/mesh.h
src/nparticle.cpp
src/nparticle.h
src/osg2maya.cpp
src/osg2maya.h
src/osgfiletranslator.cpp
src/osgfiletranslator.h
src/osgwrite.cpp

Re: [osg-users] Manual perspective distortion?

2011-05-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Alexander,

By moving the corners of the frustum, are you wanting to tweak the
frustum corners so that they have different depths (i.e. tilt the near
plane so that it is no longer orthogonal to the eye)? I don't think OGL
(and hence OSG) will allow you to do this directly. There is a munge
that may allow you to effectively specify an oblique near clipping plane
to give you the effect you're looking for. Check out the link
http://www.terathon.com/gdc07_lengyel.pdf. Pay particular attention to
the last part of the presentation.

If you want to do distortion correction, you can resort to another
technique other than just using the projection matrix. One way to do
this is to use a two-pass solution whereby you render to texture and
then distort the texture coordinates at small increments before
rendering to an on-screen buffer. I think the first link I sent you last
week talks about this. There are other ways to do the distortion
correction as well such as shaders, etc.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Alexander Dieterle
Sent: Monday, May 09, 2011 3:18 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Manual perspective distortion?

Good morning everyone,

I hope everyone of you had a nice and enjoyable weekend? Here in Germany
it was brilliant weather, in addition, yesterday was mother's day so we
had a very enjoyable time with the family - hope the same for you! :)

Anyways - first off, thank you all very much for your answers. 

Torben, I did read into your code on Friday and, from a first glance at
it, it seems like a possible solution for the problem. I think the
perfect way to create that matrix would be by using a camera and
creating the distortion pixel map by analysing the offset dynamically
via the camera image. It's a quite complex way to do it, but the result
should be quite good - however, if I can't find a student to write his
bachelor thesis on that, I fear there won't be resources available to do
it ;) 

Shayne, thank you very much - the links you offered perfectly describe
the issues I'm dealing with. If I understand you right, I am already
tweaking the frustum to calibrate the viewing area by using

setProjectionMatrixAsFrustum(left, right, bottom, top, near, far); .

The problem with this method is that by using each of those parameters I
can only move an entire border of the projection area - so the entire
left, right, bottom or top border of the frustum. This allows me to
adjust the frustum such that it does fit into the projection screen;
however, it does not help at all against the distortion in the image. To
do so, I had to be able to move the corners of the frustum individually,
and that's something I don't quite know how to do it.

I'll read into the paper more deeply and will let you know if it could
help me any further.

Have a great start in the new week!

-Alex

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[osg-users] Is osg 2.9.9 recommended for Qt integration

2011-05-09 Thread Sanat Talmaki
Hi,

I have been playing around with the osgviewerQt example that came with osg 
2.8.2. 

Then I looked at the examples that are in the source for 2.9.9 and there seem 
to be a lot more. 

Is it recommended that I upgrade or have other users got successful and 
acceptable results with 2.8.2 (or anything lower than 2.9.9)

Thanks

Sincerely,
Sanat

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Re: [osg-users] [3rdparty] OSG C#

2011-05-09 Thread Peter Amstutz
If you're using standard Visual Studio, using C++/CLI interop to write
managed (ref) classes that interop with OSG and are callable from C#
is going to be the most powerful approach.  In order to render into a
Windows Forms control, you create an empty control, get the native HWND
and provide it to osgViewer.

If you are using Visual Studio Express or Mono, or hate C++, you need to
deal with osgWrappers and P/Invoke and unsafe memory management, which
is going to be considerably more brittle.

On 4/27/2011 3:50 AM, Sander Lan wrote:
 Hi,

 Does anyone have experience with using OpenSceneGraph in a C# environment?

 Thank you!

 Cheers,
 Sander

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-- 
Peter Amstutz
Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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Re: [osg-users] OpenGL 3.0 support

2011-05-09 Thread Paul Martz

On 5/9/2011 12:08 PM, Brad Colbert wrote:

Hi folks,

There may be a simple answer to this question but how do you successfully 
compile osg 2.9.* with OpenGL 3.0 support?  I'm getting undefined functions, 
such as glLoadMatrixf.


glLoadMatrixf isn't a 3.0 function. The likely cause of the problem is either 
that you've enabled FFP in CMake, or there's an issue with svn trunk calling FFP 
functions not wrapped by the necessary conditional compile statements.


Try fixing this in CMake first, by disabling all the checkboxes for OpenGL 2.0 
and FFP. There are on by default, and they don't turn themselves off when you 
select the box for 3.0. You might need to regenerate your CMake cache.

   -Paul
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
On Mon, May 9, 2011 at 9:58 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
   Do you know of an easy way for CMake to create the folders (e.g.,
 GLSL) inside the Visual Studio project source tree?

 See the attached file. :-)

 Hope this helps,

  You're my CMake hero!  :-)


-- 
Javier Taibo
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[osg-users] AlphaPixel pre-built binaries: Test RPMs?

2011-05-09 Thread Chris 'Xenon' Hanson
  We're working on packaging the pre-built binaries from the build system. I am 
not ready
to publish them yet, but is there anyone interested in testing some RPMs we 
just built?

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] OpenGL 3.0 support

2011-05-09 Thread Brad Colbert
Paul,

That was the problem, thanks.  I didn't turn them off.

-B


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, May 09, 2011 1:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.0 support

On 5/9/2011 12:08 PM, Brad Colbert wrote:
 Hi folks,

 There may be a simple answer to this question but how do you successfully 
 compile osg 2.9.* with OpenGL 3.0 support?  I'm getting undefined functions, 
 such as glLoadMatrixf.

glLoadMatrixf isn't a 3.0 function. The likely cause of the problem is either 
that you've enabled FFP in CMake, or there's an issue with svn trunk calling 
FFP 
functions not wrapped by the necessary conditional compile statements.

Try fixing this in CMake first, by disabling all the checkboxes for OpenGL 2.0 
and FFP. There are on by default, and they don't turn themselves off when you 
select the box for 3.0. You might need to regenerate your CMake cache.
-Paul
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[osg-users] (no subject)

2011-05-09 Thread 蜡笔小新
hello,everyone,i'd like to ask some question about osg.
 I 'm trying to analysis the architecture of osg depending on the source code.
 As i'm a researcher and i try to do something on graphics,I have to do some 
reseach.
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Re: [osg-users] About VBO in OSG

2011-05-09 Thread Ivan Shen
Hi, everyone,


I applied by this way,  does anyone have any more good idea?   



Code:
class MyDrawable : public osg::Drawable
{
public:
MyDrawable() {}

/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
MySmokeDrawable(const MyDrawable MyDrawable,const osg::CopyOp 
copyop=osg::CopyOp::SHALLOW_COPY):
osg::Drawable(MyDrawable,copyop) {}
META_Object(MyApp,MyDrawable)
virtual void drawImplementation(osg::RenderInfo renderInfo) const
{
osg::State* state = renderInfo.getState();
state-disableAllVertexArrays();

const osg::Drawable::Extensions* glExt = 
osg::Drawable::getExtensions(state-getContextID(), true);

//vbo create.
glExt-glGenBuffers(1, vboID);
glExt-glBindBuffer(GL_ARRAY_BUFFER_ARB, vboID);
glExt-glBufferData(GL_ARRAY_BUFFER_ARB, sizeof(Vertex)*24, 
NULL, GL_DYNAMIC_DRAW );
glExt-glBufferSubData(GL_ARRAY_BUFFER_ARB, 0, 
sizeof(Vertex)*24, verts);
state-setTexCoordPointer(0, 2, GL_FLOAT, sizeof(Vertex), 
BUFFER_OFFSET(12));
state-setNormalPointer(GL_FLOAT, sizeof(Vertex), 
BUFFER_OFFSET(20));
state-setColorPointer(4, GL_FLOAT, sizeof(Vertex), 
BUFFER_OFFSET(32));
state-setVertexPointer(3, GL_FLOAT, sizeof(Vertex), 
BUFFER_OFFSET(0));

glExt-glGenBuffers(1, indexVBOID);
glExt-glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, indexVBOID);
glExt-glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, 
36*sizeof(GLubyte), index, GL_STATIC_DRAW);


//  glGenBuffers(1, vboID); // Create the buffer ID, this is 
basically the same as generating texture ID's
//  glBindBuffer(GL_ARRAY_BUFFER, vboID); // Bind the buffer 
(vertex array data)
// 
//  glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 24, NULL, 
GL_DYNAMIC_DRAW);
//  glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * 24, verts);
// 
// 
//  glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), 
BUFFER_OFFSET(12));
//  glNormalPointer(GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(20));
//  glColorPointer(4, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(32));
//  glVertexPointer(3, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(0));
// 
// 
//  glGenBuffers(1, indexVBOID); // Generate buffer
//  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBOID); // Bind the 
element array buffer
//  glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36 * sizeof(GLubyte), 
index, GL_STATIC_DRAW);

//create donedo anything you want

...
...
}
}


such  as  :osg::geometry::useservertexbufferobject(true). and then specify the 
vbo no. or get the vbo no. from the geometry?

thank you for any reply!
... 

Thank you!

Cheers,
Ivan
Code:




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Re: [osg-users] [3rdparty] OSG C#

2011-05-09 Thread 蜡笔小新
Of course OSG can work well with c#, but i recommend you to patch the block 
about osg into dll.
Just by calling the dll can help you easily use it
 
 
-- Original --
From: Sander Lan; 
Date: 2011年4月27日(星期三) 下午3:50
To: osg-users; 
Subject: [osg-users] [3rdparty] OSG C#

 
Hi,

Does anyone have experience with using OpenSceneGraph in a C# environment?

Thank you!

Cheers,
Sander

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Re: [osg-users] include conflict while compiling osg 2.9.11

2011-05-09 Thread Wang Rui
Hi Lv,

It is a known issue of the osgviewerQt example under Linux. AFAIK,
OSG's multithreading mechanism could well with QtOpenGL under Windows,
but the make current operation is confused when using QGLWidget as the
low-level graphics context. With Qt 4.7 and Ubuntu 10.10, the example
seems to work with warnings, but still not responsible. Maybe somebody
could help debug into the Qt source code to find the problem later.

Cheers,

Wang Rui


2011/5/9 Lv Qing donlvq...@msn.com:


 Hi,

 Thx ,Robert !

 Never thought you do experiments yourself for me!

 I have already given up X11 and try osgviewerQtContext.

 However there is a new problem,when I run the osgviewerQtContext example,it 
 seems OK in siglethread mode.When I set it to the  ThreadPerCamera mode and 
 resize the widget,it prints such error:
 QGLContext::makeCurrent(): Failed.

 After a few times resizing,it crashed and prints:
 Xlib: unexpected async reply (sequence 0x0)!
 X Error: 0 0
  Major opcode: 0 ()
  Resource id:  0x0
 X Error: 0 0
  Major opcode: 0 ()
  Resource id:  0x0

 Is it because osgviewerQtContext  do not  support muti-threading yet?
 Or is there a better way?

 THX!

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Re: [osg-users] (no subject)

2011-05-09 Thread Wang Rui
Hi,

FYI, Paul Martz's OpenSceneGraph Quick Start Guide is preferred for
beginners in my opinion. And Qian Xuelei and I wrote a book
OpenSceneGraph Beginners Guide in the end of last year, which is
published by the Packt Publishing. Do some search in the osg-users
archives could be of a lot help, too.

As I guess you are from China, I'll also suggest the osgChina forum
(bbs.osgchina.org), and some Chinese materials, like The Longest Frame
(in Chinese, 最长的一帧) written by me, and two OSG publications published
by the Tsinghua University Press.

Wang Rui


在 2011年5月10日 上午7:55,蜡笔小新 841224...@qq.com 写道:
 hello,everyone,i'd like to ask some question about osg.
 I 'm trying to analysis the architecture of osg depending on the source
 code.
 As i'm a researcher and i try to do something on graphics,I have to do some
 reseach.
 Can anybody give me any suggestions

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Re: [osg-users] Is osg 2.9.9 recommended for Qt integration

2011-05-09 Thread Torben Dannhauer
Hi Sanat,

if you decide to upgrade, why not directly to the newest dev relese (2.9.14) ? 
Maybe there are further improvements.. :)

Cheers,
Torben.

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-09 Thread Büsra Gülten
Hi,

I am new to OSG and I am trying to build OSG 2.9.13 on iPhoneSimulator. I 
generate a Xcode Project with Cmake. And when I want to build the ALL 
BUILD-Target in Xcode, I get several times this error: 

 -mmacosx-version-min not allowed with -miphoneos-version-min


I already set the CMake Variables as Stephans suggestions. But I still get the 
same error. Can you please help me?

Thank you!

Cheers,
Büsra

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