[osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread Sergey Alekseev
I generate a texture as follows:

osg::Texture2D * map () 
{
int width = 38, height = 40;
osg::Texture2D * map = new osg::Texture2D;

map - setTextureSize (width, height);
map - setFilter (osg::Texture2D::MIN_FILTER, 
osg::Texture2D::LINEAR);
map - setFilter (osg::Texture2D::MAG_FILTER, 
osg::Texture2D::LINEAR);


osg::Image * image = new osg::Image;
unsigned char * data = new unsigned char [width * height];

for ( unsigned y = 0; y  height ; y ++ )
for( unsigned x = 0; x  width; x ++ ) {
int random = rand () % 5000;
data [y * width + x] = (unsigned char) x * y;
}

image - setImage (width, height, 
1, 
4,
   GL_RGBA,
   GL_UNSIGNED_BYTE,
data,
osg::Image::NO_DELETE
);
  
map - setImage (image);
return map;
}

However, despite different values the data placed in the osg::Image buffer data 
a texture always it is displayed by solid color. 

Color changes depending on value of parameters: width, height, 1, 4, GL_RGBA, 
GL_UNSIGNED_BYTE,but always stays as solid.

How i can make that each point of a texture was displayed by the color set in 
the buffer data? 

Where I can read more detailed documentation on osg:: Image.setImage?

thanks,
sergey

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Re: [osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread J.P. Delport

Hi,

for an RGBA texture you would need data to be of size width*height*4.

Also, not sure what your magic 4 is in image -  setImage. Put GL_RGBA 
instead of 4.


Try:
image -  setImage (width, height, 1,
GL_RGBA,
 GL_RGBA,
   GL_UNSIGNED_BYTE,
  data,
osg::Image::NO_DELETE
);

jp



On 22/06/11 08:17, Sergey Alekseev wrote:

I generate a texture as follows:

osg::Texture2D * map ()
{
int width = 38, height = 40;
osg::Texture2D * map = new osg::Texture2D;

map -  setTextureSize (width, height);
map -  setFilter (osg::Texture2D::MIN_FILTER, 
osg::Texture2D::LINEAR);
map -  setFilter (osg::Texture2D::MAG_FILTER, 
osg::Texture2D::LINEAR);


osg::Image * image = new osg::Image;
unsigned char * data = new unsigned char [width * height];

for ( unsigned y = 0; y  height ; y ++ )
for( unsigned x = 0; x  width; x ++ ) {
int random = rand () % 5000;
data [y * width + x] = (unsigned char) x * y;
}

image -  setImage (width, height,
1,
4,
GL_RGBA,
   GL_UNSIGNED_BYTE,
 data,
osg::Image::NO_DELETE
);

map -  setImage (image);
return map;
}

However, despite different values the data placed in the osg::Image buffer data 
a texture always it is displayed by solid color.

Color changes depending on value of parameters: width, height, 1, 4, GL_RGBA, 
GL_UNSIGNED_BYTE,but always stays as solid.

How i can make that each point of a texture was displayed by the color set in 
the buffer data?

Where I can read more detailed documentation on osg:: Image.setImage?

thanks,
sergey

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Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
Thank you Stephan,
I've tried by executing getWindowingSystemInterface() before opening
the settings window but unfortunately it didn't help.

On the other hand, I tried to call the viewer's realize() method
BEFORE opening the settings window and now it has focus, can be moved
and it works as expected...BUT, when the settings window is shown, I
also see the viewer's window (fullscreen and filled with white color)
just behind the settings window...when I close the latter, the viewer
shows my scene normally. This is close to the expected behavior except
for the viewer's window 'already' showing behind the settings window
(it should be shown only after the user closes the settings windows).

I guess that the camera settings window is created as a child of the
OSG application window, so it behaves normally only when the
application window's creation has completed...don't know.

Maybe I should perform only a part of what happens in the realize() method?

Regards.
Alessandro



On Tue, Jun 21, 2011 at 11:40 PM, Stephan Huber ratzf...@digitalmind.de wrote:
 Hi Alessandro,

 Am 21.06.11 22:35, schrieb Alessandro Terenzi:
 If this can help, when I built OSG I chose 'Carbon' as windowing system, I 
 built OSG as frameworks and I'm building my OSG application as a console 
 application. If I build my application as an app bundle (instead of a

 try creating the WindowSystemInterface via

 osg::GraphicsContext::getWindowingSystemInterface()

 before opening the settings-dialog. the WindowingSystemInterface does
 some fancy things, so that windows opened by a console-app work correctly.

 Perhaps that helps.

 cheers,
 Stephan
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Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
Thank you Stephan,
I've tried by executing getWindowingSystemInterface() before opening
the settings window but unfortunately it didn't help.

On the other hand, I tried to call the viewer's realize() method
BEFORE opening the settings window and now it has focus, can be moved
and it works as expected...BUT, when the settings window is shown, I
also see the viewer's window (fullscreen and filled with white color)
just behind the settings window...when I close the latter, the viewer
shows my scene normally. This is close to the expected behavior except
for the viewer's window 'already' showing behind the settings window
(it should be shown only after the user closes the settings windows).

I guess that the camera settings window is created as a child of the
OSG application window, so it behaves normally only when the
application window's creation has completed...don't know.

Maybe I should perform only a part of what happens in the realize() method?

Regards.
Alessandro

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Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-22 Thread Stephan Wenglorz

Hi Robert and OSG community,

my first post here :)
OSG 3.0 RC2 in Release mode was built fine here on Debian Testing 
x86_64, using g++ 4.6. I just got lots of warnings like


warning: variable ‘xyz’ set but not used [-Wunused-but-set-variable].

(This type of warning is new in gcc 4.6)
I ran alot of the examples, which worked ok as far as I can tell, except 
for:


1) osgmotionblur, which shows the model but logs this output to the console:

Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)


2) osgtexture2D, which, after some time of running ok, either aborts with

terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc

or with a segfault.
GPU is an ATI HD4870 using the fglrx 11.4-2 driver.
Compiling the RC2 against GL3 worked flawlessly as well.

Greetings
Stephan


On 21.06.2011 12:58, Robert Osfield wrote:

Hi All,

I have just tagged the second 3.0.0 release candidate, you can get the
source from:

source package : OpenSceneGraph-3.0.0-rc2.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc2
OpenSceneGraph

Feedback from the community on the state of the 3.0 branch and rc1 has
been pretty positive so it does look like we are in a pretty good
state for the final 3.0.0 stable release.  While feedback has been
positive it does concern me is that volume of feedback from the
community is still rather low, suggesting that the release candidate 1
and the OSG-3.0 branch haven't recieved a lot of widespread testing
yet, so perhaps we might be lulling ourselves into a false sense of
security.

What we really need now is more widespread testing so we can catch any
problems that might be present on more niche usage cases or the less
comonly used build platforms.Almost always right away a stable
release we get feedback from the community that there is a build issue
or a feature regression that could have easily been resolved prior to
the release, but the problems slipped through because those users who
come across the issues didn't actually test the software prior to
release.

I would encourage everyone in the community not to assume just because
others are doing testing and providing positive feedback that things
will also work fine for you, assume that there will be problems and to
make sure that problems these problems get resolved come come forward
and test the software and tells us about the problems.  Right now is
great opportunity to get those bugs resolved, I and others are primed
to investigate and resolved them.  After the stable release you'll
have missed the boat - we'll be on holiday or focussing on other work.

So please test, it's your own as much as everyone elses good.

Thanks in advance,
Robert.


-- Changes checked in since 3.0.0-rc1 are:

2011-06-21 10:07  robert

* src/osg/glu/libtess/tess.h: Merged changeset 12581 from svn/trunk
  to address VisualStudio warning

2011-06-21 09:58  robert

* src/osgPlugins/fbx/WriterCompareTriangle.cpp,
  src/osgPlugins/fbx/WriterCompareTriangle.h,
  src/osgPlugins/fbx/fbxMaterialToOsgStateSet.cpp,
  src/osgPlugins/fbx/fbxMaterialToOsgStateSet.h,
  src/osgPlugins/fbx/fbxRLight.cpp,
  src/osgPlugins/fbx/fbxRMesh.cpp, src/osgPlugins/fbx/fbxRNode.cpp:
  Merged from svn/trunk warnings fixes provided by Changeset 12582
  from Michael Platings, along with addition
  of returns at ends of files and changes to tabs to four spaces.

2011-06-20 19:41  robert

* CMakeLists.txt: Updated release candidate number

2011-06-20 19:37  robert

* src/osgPlugins/bmp/ReaderWriterBMP.cpp,
  src/osgPlugins/png/ReaderWriterPNG.cpp,
  src/osgPlugins/tga/ReaderWriterTGA.cpp: Merged from svn/trunk,
  r12574.

  From Farshid Lashkari, BGR write support for BMP, PNG and TGA

2011-06-20 19:33  robert

* examples/osgphotoalbum/PhotoArchive.cpp, src/osg/ImageUtils.cpp,
  src/osg/OcclusionQueryNode.cpp, src/osgDB/ExternalFileWriter.cpp,
  src/osgDB/InputStream.cpp, src/osgDB/OutputStream.cpp,
  src/osgPlugins/Inventor/ConvertToInventor.cpp,
  src/osgPlugins/Inventor/ReaderWriterIV.cpp,
  src/osgPlugins/OpenFlight/expGeometryRecords.cpp,
  src/osgPlugins/cfg/CameraConfig.cpp,
  src/osgPlugins/freetype/FreeTypeLibrary.cpp,
  src/osgPlugins/geo/ReaderWriterGEO.cpp,
  src/osgPlugins/geo/osgGeoNodes.h,
  src/osgPlugins/md2/ReaderWriterMD2.cpp,
  src/osgPlugins/pic/ReaderWriterPIC.cpp,
  src/osgPlugins/ply/plyfile.cpp,
  src/osgPlugins/pvr/ReaderWriterPVR.cpp,
  src/osgPlugins/shp/ESRIShapeParser.cpp,
  src/osgPlugins/shp/XBaseParser.cpp, src/osgPlugins/zip/unzip.cpp,
  src/osgShadow/MinimalCullBoundsShadowMap.cpp,
  src/osgViewer/ScreenCaptureHandler.cpp,
  

Re: [osg-users] Bottleneck in osgText::Text

2011-06-22 Thread Robert Osfield
Hi John,

There is rather too little detail about the performance you are
seeing, how many text items you have, how many you are change per
frame, whether you've compiled with debug and are profiling this, what
platform you are working with, what you hardware is, what happens to
your update, cull and draw times

Given these unknowns we can't really give a guess as what might be and
what you might be able to do about it.

Robert.

On Wed, Jun 22, 2011 at 1:22 AM, phishja...@yahoo.com
phishja...@yahoo.com wrote:
 I was profiling my application today and found that the overall performance
 bottleneck was in osgText::Text.

 I built up a multi-line std::string on every frame with some changing data in
 it.  I then called setText on my osg::ref_ptrosgText::Text member variable
 and passed in the std::string.  The profiler identified the setText line as
 the bottleneck for the entire (large) application, cutting my frame rate in 
 more
 than half.  Any idea why this might be a bottleneck or how I might speed 
 things
 up?  It seems like a pretty basic action after a cursory look at the OSG 
 source
 code behind it.

 std::string outputText;

 for(size_t i = 0; i  about7; i++)
 {outputText += getData(i) + \n;}
 this-_text-setText(outputText);
 Thanks.

 - John Farrier
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Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-22 Thread Robert Osfield
Hi Stephan,

On Wed, Jun 22, 2011 at 8:57 AM, Stephan Wenglorz
stephan.maku...@gmx.net wrote:
 my first post here :)

Welcome and thanks for pitching in with testing the release ;-)

 OSG 3.0 RC2 in Release mode was built fine here on Debian Testing x86_64,
 using g++ 4.6. I just got lots of warnings like

 warning: variable ‘xyz’ set but not used [-Wunused-but-set-variable].

I have g++ 4.5.2 and it doesn't support -Wunused-but-set-variable so
can't review these warnings.  They'll likely be all benign warnings so
not critical to fix for 3.0.0.  Could you post the full warnigns as
text file so I can quickly look through them to see if there are any
possible bugs that they might be highlighting?


 (This type of warning is new in gcc 4.6)
 I ran alot of the examples, which worked ok as far as I can tell, except
 for:

 1) osgmotionblur, which shows the model but logs this output to the console:

 Warning: detected OpenGL error 'invalid operation' at after
 RenderBin::draw(..)

This is because the ATI driver not yet support the accumulation buffer
that the osgmotionblurr example uses.  We can implement motion blurr
using render to texture but the point of this example is to demonstate
use of the accumulation buffer as much as motion blurr.  A fix would
probably be to see if we can automatically detect support for the
accumulation buffer and then not run the viewer if it's not available.

 2) osgtexture2D, which, after some time of running ok, either aborts with

 terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc

 or with a segfault.

This is will be a driver bug.  It is frustruting that such a simple
test app with simply GL usuage might fail though as it suggests that
more problems would ensure in more complex GL usage.

 GPU is an ATI HD4870 using the fglrx 11.4-2 driver.
 Compiling the RC2 against GL3 worked flawlessly as well.

Thanks for the testing.

The AMD/ATI driver/functionality issues are something that AMD really
need to look at.  The warnings we can either ignore, fix or just
suppress for the release.  Fixing warnings might be preferrable if
fixing them is a low risk to code portability and robustness - we do
have to be careful about widespread warning fixes as it's easy to
make mistakes and unintentially break code, one only needs to make 1
mistake in 100 warnings fixes for there to be a serious regression.

Robert.
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Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
I finally managed to solve the issue: I called setUpViewAcrossAllScreens() 
before opening the settings window.

What does setUpViewAcrossAllScreens do?

Cheers.
Alessandro

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Re: [osg-users] Potential OSG 3.0 --run-on-demand regression

2011-06-22 Thread Robert Osfield
Hi Tamer,

Thanks for spotting this regression.  The bug came about due to me
tightening up the event traversal so that it only handles events
uptill the viewer.advance(), which prevents events having negative
times w.r.t the frame event.  Unfortunately this fix meant that no
events were being processed when using --run-on-demand as this support
doesn't event advance the frame till an event comes in.

I have changed the cutoff time for events for the case of
--run-on-demand so it behaves the way it used to.

Robert.

On Tue, Jun 21, 2011 at 4:44 PM, Tamer Fahmy tamer.fa...@gmail.com wrote:
 Hi all,

 tested OpenSceneGraph 3.0-rc2 on Ubuntu 10.10 with NVidia 270.41.19,
 which builds and runs just fine.

 However, I noticed that (at least on my system) trying to run e.g.
 'osgviewer --run-on-demand cessna.osg' renders the first frame just
 fine, but then apparently frame updates aren't triggered by any further
 input events.

 Reverting the changes of src/osgViewer/Viewer.cpp and
 src/osgViewer/CompositeViewer.cpp from r12523 to the previous r12294
 makes it work again.

 Anyone else able to reproduce that behavior, too?

 Thanks for all the great work on OpenSceneGraph and good luck with the
 upcoming release,
  tamer.


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Re: [osg-users] Potential OSG 3.0 --run-on-demand regression

2011-06-22 Thread Robert Osfield
Hi Tamer et. al,

On Wed, Jun 22, 2011 at 10:10 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 I have changed the cutoff time for events for the case of
 --run-on-demand so it behaves the way it used to.

Forgot to mention that this fix is now checked into svn/trunk and the
OSG-3.0 branch.

Robert.
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Re: [osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread Sergey Alekseev
Hi, JP,

thanks you for your answer.

I have made as you wrote and have received - the same solid texture color. Only 
has changed color of a texture: from dark lila to dark grey.


thank you,
sergey

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Re: [osg-users] Please test svn/trunk in prep for OSG-3.0 branch tomorrow!

2011-06-22 Thread Robert Osfield
Hi Ryan,

I've used the latest rev of cppcheck in their git repository but don't
get a fraction of the warnigns that you do.  I've addressed the ones
that I can fix and these were checked in for the rc2, two of the
warnings can't be fixed as the leak warnings it suggested are
associated with an interpretation of putenv behaviour that is only
valid for some implementations.

What command line options did you use when running cppcheck?

I'm using the

   cppcheck . 2 trunk.txt

Suggested in the cppcheck -h.

Robert.
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Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-22 Thread Stephan Wenglorz

Hello Robert,

On 22.06.2011 10:28, Robert Osfield wrote:

Hi Stephan,

On Wed, Jun 22, 2011 at 8:57 AM, Stephan Wenglorz
stephan.maku...@gmx.net  wrote:

my first post here :)


Welcome and thanks for pitching in with testing the release ;-)


Thank you!


OSG 3.0 RC2 in Release mode was built fine here on Debian Testing x86_64,
using g++ 4.6. I just got lots of warnings like

warning: variable ‘xyz’ set but not used [-Wunused-but-set-variable].


I have g++ 4.5.2 and it doesn't support -Wunused-but-set-variable so
can't review these warnings.  They'll likely be all benign warnings so
not critical to fix for 3.0.0.  Could you post the full warnigns as
text file so I can quickly look through them to see if there are any
possible bugs that they might be highlighting?


File is attached.




(This type of warning is new in gcc 4.6)
I ran alot of the examples, which worked ok as far as I can tell, except
for:

1) osgmotionblur, which shows the model but logs this output to the console:

Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)


This is because the ATI driver not yet support the accumulation buffer
that the osgmotionblurr example uses.  We can implement motion blurr
using render to texture but the point of this example is to demonstate
use of the accumulation buffer as much as motion blurr.  A fix would
probably be to see if we can automatically detect support for the
accumulation buffer and then not run the viewer if it's not available.


Ok, and I see this has already been known for some time, sorry, I should 
have searched this list first.



2) osgtexture2D, which, after some time of running ok, either aborts with

terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc

or with a segfault.


This is will be a driver bug.  It is frustruting that such a simple
test app with simply GL usuage might fail though as it suggests that
more problems would ensure in more complex GL usage.



Thanks for the clarification. Would it help to file a bug report at ATI 
in such cases?



GPU is an ATI HD4870 using the fglrx 11.4-2 driver.
Compiling the RC2 against GL3 worked flawlessly as well.


Thanks for the testing.

The AMD/ATI driver/functionality issues are something that AMD really
need to look at.  The warnings we can either ignore, fix or just
suppress for the release.  Fixing warnings might be preferrable if
fixing them is a low risk to code portability and robustness - we do
have to be careful about widespread warning fixes as it's easy to
make mistakes and unintentially break code, one only needs to make 1
mistake in 100 warnings fixes for there to be a serious regression.

Robert.


I agree, as you said these warnings seem to be no problem, just some 
superfluous variables, so I would ignore them for now rather than risk 
to break something so close to the release.


Greetings
Stephan
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osg/ShapeDrawable.cpp: In member function ‘void PrimitiveShapeVisitor::createHalfSphere(unsigned int, unsigned int, float, int, float, const Matrix)’:
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osg/ShapeDrawable.cpp:1409:11: warning: variable ‘nzBase’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osg/ShapeDrawable.cpp:1410:11: warning: variable ‘nRatioBase’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/DelaunayTriangulator.cpp: In function ‘osgUtil::Triangle_list osgUtil::fillHole(osg::Vec3Array*, std::vectorunsigned int, std::allocatorunsigned int )’:
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/DelaunayTriangulator.cpp:569:27: warning: variable ‘ptest’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/DelaunayTriangulator.cpp: In member function ‘bool osgUtil::DelaunayTriangulator::triangulate()’:
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/DelaunayTriangulator.cpp:979:45: warning: variable ‘curp’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/RenderStage.cpp: In member function ‘void osgUtil::RenderStage::runCameraSetUp(osg::RenderInfo)’:
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgUtil/RenderStage.cpp:631:18: warning: variable ‘stencilAttached’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgText/FadeText.cpp: In member function ‘void FadeTextPolytopeData::buildPolytope()’:
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgText/FadeText.cpp:74:20: warning: variable ‘edge23’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph-3.0.0-rc2/src/osgText/FadeText.cpp:75:20: warning: variable ‘edge30’ set but not used 

Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-22 Thread Robert Osfield
Hi Stephan,

On Wed, Jun 22, 2011 at 11:00 AM, Stephan Wenglorz
stephan.maku...@gmx.net wrote:
 I agree, as you said these warnings seem to be no problem, just some
 superfluous variables, so I would ignore them for now rather than risk to
 break something so close to the release.

I've done a reivew of all the warnings and most are indeed benign
cases of variables being set and then never used.  In a couple of
cases it suggest that return codes were being ignored when warnings
should have been emitted to I've added these.  Most cases were just
places where a variable and it's setting could be safely removed so
I've done this and removing code that isn't used should be very low
risk.

Since the changes looked low risk I've checked them into both
svn/trunk and OSG-3.0 branch so fingers crossed the next release
candidate with be close to warning free under g++ 4.6.

Robert.
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Re: [osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread J.P. Delport

Hi,

On 22/06/11 11:29, Sergey Alekseev wrote:

Hi, JP,

thanks you for your answer.

I have made as you wrote and have received - the same solid texture color. Only 
has changed color of a texture: from dark lila to dark grey.

how are you applying the texture to geometry? Are your texture 
coordinates OK?


jp



thank you,
sergey

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Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-22 Thread Mathias Fröhlich

Hi Robert,

Ok, I have yesterday tested fvwm with the viewer changes. This works so far.

On Tuesday 21 June 2011, Robert Osfield wrote:
 When users attempt to do things is awkward ways, especially when grampling
 with lower level facilities, it's a warning sign to me that the OSG is make
 the problem more difficult and probably needs refactoring.   Sometimes it's
 just the users overcomplicating things for little reason, but often there
 will be an underlying design issue that they are trying to workaround.

 It's doesn't always mean I can see a straight forward solution... but
 occassionally
 a small tweak to the OSG can make a big diffrence.
Yes.

  The problem is with the cull callback in a Geode during the cull stage.
 
  The cull callback in a geode cannot do much. It just calls an empty
  traverse method in a geode. Then past that all drawables are
  *unconditionally* - from the point of the geodes cull visitor - put into
  the render graph.

 This lies with Geode's having Drawable children that aren't Nodes so the
 usual traversal rules don't apply.

 One modification to the OSG that I have considered for a while is to
 make a Drawable
 a Node.  This has a number of knock on effects though so something
 I'll need to consider
 rather carefully.
Hmm, That would reduce the Geode to just being a Group.

At first it would probably help when the NodeVisitor is able to visit 
Drawables using the usual accept mehtods or something like that. Then we 
could probably just use the Geodes traverse method to walk the drawables.
One dfficulty in this approach is the Bilboard implementation that does little 
more then just a traversal of all Drawables.

Greetings

Mathias

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Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-22 Thread Robert Osfield
Hi Mathias,

2011/6/22 Mathias Fröhlich m.froehl...@science-computing.de:
 Ok, I have yesterday tested fvwm with the viewer changes. This works so far.

Thanks for the testing.  Looks like the viewer changes for fullscreen
toggling are good to go.

 One modification to the OSG that I have considered for a while is to
 make a Drawable
 a Node.  This has a number of knock on effects though so something
 I'll need to consider
 rather carefully.
 Hmm, That would reduce the Geode to just being a Group.

Probably/possibly.  One of the challenge with making a Drawable a Node is
that retraining backwards compatibility so to achieve this we'd still
have to carry
around classes that aren't that neccessary anyone.   I'm not sure how
far we'd be
able to retain compatibility or how much this compatibility might compromise
the cleanness of the design.  It's one of those tasks that one really
has to roll
ones sleves up and do the changes and see what happens.

 At first it would probably help when the NodeVisitor is able to visit
 Drawables using the usual accept mehtods or something like that. Then we
 could probably just use the Geodes traverse method to walk the drawables.
 One dfficulty in this approach is the Bilboard implementation that does little
 more then just a traversal of all Drawables.

I don't see any problems with handling subclasses from Geode, it'd be
bit like how
LOD subclasses from Group - it add a per child property that the the
traverse method
handles in a special way.  A NodeCallback that overrides the traverse
then would have
to handle the special functionality of a Billboard.  In the case of a
Billboard we'd
probably want to have a special handling of cases when chidlren are
Drawable rather
than Node's, as Drawables you can just manage the modelview matrix
directly and don't
need to worry about the view frustum transformation, while normal Nodes you have
to push/pop the view frustum as we do right now for the normal Transform nodes.

Robert.
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Re: [osg-users] (no subject)

2011-06-22 Thread Robert Osfield
Sorry abou this unsavoury spam getting through - it looks to be a case
of a guinuine osg-user that has their mail account compromised by the
spammers.  I've unsubscribed the problem account and notified the
account holder.
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[osg-users] picking vertices

2011-06-22 Thread David Cofer
Hi,

I want to let my user pick individual vertices on a model. I used the osgPick 
example code to get the picking of an object working great, but when I tried to 
use the code to pick the vertex it is not really working correctly, and I am 
not sure what I am doing wrong. Here is the code I am using:


Code:


//Get the selected vertex.
const osgUtil::LineSegmentIntersector::Intersection::IndexList vil = 
hitr-indexList;
osg::Geometry *osgGeom = dynamic_castosg::Geometry *(hitr-drawable.get());

if(vil.size()  0  osgGeom)
{
osg::ref_ptrosg::Vec3Array aryVert = 
dynamic_castosg::Vec3Array*(osgGeom-getVertexArray());
int iSelVert = vil[0];
m_vSelectedVertex =  (*aryVert)[iSelVert];
}
else
m_vSelectedVertex.set(0, 0, 0);




I assumed that the index list that is returned back would be of the index of 
vertices sorted by the closest vertex. When I tested this though it sometimes 
gave me the same number even when I clicked different vertices. It was always 
three numbers in the index list as well. Not sure why. Is there anyone out 
there who can clear up exactly what the index list is returning to me, and how 
I can use that to get the vertex that was clicked on?

Thank you!
Cheers,
David[/code]

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Re: [osg-users] Potential issues in NodeVisitor subclasses

2011-06-22 Thread Robert Osfield
Hi Ryan,

NodeVisitor's subclasses are meant to only override the methods they
need to.  It's what makes the convinient and powerful.

The documented problems which the warning issue relate to aren't
relevent to NodeVisitor usage.  This compiler warning issue is in
practice just a distraction that will lead to more code bloat and
potential problems.   FYI, different compilers have complained about
this issue on and off for the last decade but not once in the
history of the OSG has there been a bug due to this issue.  Adding a
using osg::NodeVisitor::apply to all subclasses just to quieten down a
silly warning is what I would call a good coding practice.

Robert.

On Wed, Jun 22, 2011 at 5:17 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 All,
 I've been working to get all the code I use to compile cleanly using Clang,
 which is a faster, stricter, yet more helpful compiler than gcc. I actually
 would like to get things to build cleanly with -Wall -Wextra in Clang since
 those are often potential errors.  I'll submit a full warnings log in a
 later email along with the build patches, but I wanted to mention one issue
 separately.
 Apparently resolution of overloaded functions takes place on the name only,
 rather than the full signature, which interacts with virtual functions. In
 NodeVisitor, a number of virtual functions are declared with the same name,
 apply, as required for the visitor pattern. It seems that according to the
 standard, unexpected things may happen if not all overloads are implemented
 in a subclass. The best discussions of this issue that I've found so far are
 here:
 http://www.codeguru.com/forum/showthread.php?t=459396
 https://groups.google.com/forum/#!topic/mozilla.dev.builds/60CACLzH_YM
 http://gcc.gnu.org/bugzilla/show_bug.cgi?id=20423
 https://www.securecoding.cert.org/confluence/display/cplusplus/OOP03-CPP.+Prefer+not+to+overload+virtual+functions
 - note that the ideal solution is only mentioned in the comments
 The apparent best solution is for all NodeVisitor subclasses to include a
 line equivalent to:
         using osg::NodeVisitor::apply;
 (replacing osg::NodeVisitor with a more specialized base class where not
 inheriting directly from NodeVisitor)
 That said, I haven't worked on this too long or done extensive testing, but
 it is an issue I wanted to bring up.
 Ryan

 --
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 HCI Graduate Student
 Virtual Reality Applications Center
 Iowa State University

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 http://academic.cleardefinition.com

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Re: [osg-users] picking vertices

2011-06-22 Thread Robert Osfield
HI David,

When the ray intersects a triangle it provides the three vertex
indices and the  associated ratios are the baricentric coordinates
that you can use to compute the interoplate vertex, colour, tex coord
etc.  There isn't an sorting of the indices to report the nearest.

Robert.

On Wed, Jun 22, 2011 at 5:19 PM, David Cofer dco...@mindcreators.com wrote:
 Hi,

 I want to let my user pick individual vertices on a model. I used the osgPick 
 example code to get the picking of an object working great, but when I tried 
 to use the code to pick the vertex it is not really working correctly, and I 
 am not sure what I am doing wrong. Here is the code I am using:


 Code:


 //Get the selected vertex.
 const osgUtil::LineSegmentIntersector::Intersection::IndexList vil = 
 hitr-indexList;
 osg::Geometry *osgGeom = dynamic_castosg::Geometry *(hitr-drawable.get());

 if(vil.size()  0  osgGeom)
 {
    osg::ref_ptrosg::Vec3Array aryVert = 
 dynamic_castosg::Vec3Array*(osgGeom-getVertexArray());
    int iSelVert = vil[0];
    m_vSelectedVertex =  (*aryVert)[iSelVert];
 }
 else
    m_vSelectedVertex.set(0, 0, 0);




 I assumed that the index list that is returned back would be of the index of 
 vertices sorted by the closest vertex. When I tested this though it sometimes 
 gave me the same number even when I clicked different vertices. It was always 
 three numbers in the index list as well. Not sure why. Is there anyone out 
 there who can clear up exactly what the index list is returning to me, and 
 how I can use that to get the vertex that was clicked on?

 Thank you!
 Cheers,
 David[/code]

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[osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-22 Thread Robert Osfield
Hi All,

I have just tagged 3.0.0 release candidate 3, you can grab the source from:

  source package :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.0-rc3.zip
  svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc3
OpenSceneGraph

Since rc2 I have fixed a few warnings, a regression in the run on
demand, and merged a tweak to the FindCOLLADA.cmake to handle a recent
update to the COLLADA-DOM install path.  A full ChangeLog is added
below.

So far the feedback on the OSG-3.0 branch and the release candidates
has continued to be pretty positive, the few problems that have coming
up have been resolved easily and with changes that are low risk so I'm
pretty happy that we are in good place to start thinking about tagging
the final 3.0.0 release, which I will do tomorrow or Friday depending
on how testing of rc3 goes.

I don't have an outstanding issues to chase up now so my focus is now
turning to admin side of the release - updating the NEWS.txt and the
wiki page, my first crack at this was to simply edit the previous NEWS
item for 2.8 just so we had some to work from, I'll need to do a lot
more editing to this, suggestions welcome.

   http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0

I have also generated the authors list using the osgversion -r
ChangeLog  AUTHORS.txt utility that automatically generates the
authors file from the svn generated ChangeLog, with osgversion fixes
any typo's of names.   If you are a contributor could you please read
through the authors list and if there is a mistake - such as a
mispelling or your name appearing twice due to a slight variation in
the name entered, then please just point me at the mistake and I'll
update the code that catches and corrects this mistakes.  The full
list can be found at:

   
http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero

Once I've tagged the final release we'll need to get binaries
generated for the main dev platforms and upload to the server, and
also look to getting the various software repositories like Debian to
update to 3.0.0 as well.  If you can help with this please come
forward now so we can coordinate things.   As a trial run for the
binaries I would be useful to build binaries for rc3 and get these
tested as well prior to the final 3.0.0 release.

I'll also be updating the OpenSceneGraph-Data for the release.  I've
already checked all the changes into OpenSceneGraph-Data/trunk
required for 3.0.0 - such as converting most of the .osg's to .osgt's
and retaining the .osg' that the 3.0 book talks about.  I'll create
the package data package tomorrow.

Finally once we've for the 3.0.0 release done, binaries uploaded,
website update we'll need to pass on the news of the release out to
the development community.  With previous releases we've used the
following SpreadTheNews wiki page to coordinate the contacting of
various news sites so we don't waste time contacting the same news
portal twice.

  
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews

Have I forgotton anything on the admin side?  If so let me know.

And finally... another please for more testing, just two more days
left to iron out all those last minute bugs ;-)

Thanks in advance for you help,
Robert.


--

ChangeLog since 3.0.0-rc2


2011-06-22 16:18  robert

* CMakeModules/FindCOLLADA.cmake: From Magnus Kessler, I have
  recently installed the latest version of collada-dom on Linux,
  and
  found that the include path has changed. By default, collada-dom
  now installs
  its header files under /usr/local/include/collada-dom
  or/usr/include/collada-
  dom. The attached FindCollada.cmake has been updated to look for
  these
  locations in addition to the previous candidate locations.

2011-06-22 15:41  robert

* AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHORS file for
  release

2011-06-22 12:45  robert

* CMakeLists.txt: Updated RC number for the 3.0.0-rc3

2011-06-22 12:38  robert

* applications/present3D/present3D.cpp,
  examples/osgdistortion/osgdistortion.cpp,
  examples/osgposter/osgposter.cpp,
  examples/osgtext3D/TextNode.cpp,
  examples/osgthreadedterrain/osgthreadedterrain.cpp,
  examples/osgvolume/osgvolume.cpp,
  examples/osgwidgetcanvas/osgwidgetcanvas.cpp,
  src/osg/ShapeDrawable.cpp, src/osgGA/NodeTrackerManipulator.cpp,
  src/osgGA/TerrainManipulator.cpp,
  src/osgParticle/FluidProgram.cpp,
  src/osgPlugins/Inventor/ConvertToInventor.cpp,
  src/osgPlugins/OpenFlight/GeometryRecords.cpp,
  src/osgPlugins/OpenFlight/ReaderWriterFLT.cpp,
  src/osgPlugins/ac/Geode.cpp, src/osgPlugins/cfg/ConfigParser.cpp,
  src/osgPlugins/dds/ReaderWriterDDS.cpp,
  

[osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
Hi,
I'm trying to see a simple quad with a video (AVI) texture applied. The video 
is played correctly by osgmovie but if I use osgviewer to open the FBX model 
(that uses the AVI) when execution is over osgviewer crashes.

I'm using OSG 3.0.0 rc1 and the FBX was created from 3dsMax using the FBX SDK 
2012.

I'm attaching the FBX and OSG (if you want to try them you have to just replace 
the paths for the video file). I also tried with a .osg and it doens't crashes.

Cheers,
Alessandro

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Re: [osg-users] Potential issues in NodeVisitor subclasses

2011-06-22 Thread Ryan Pavlik
On Wed, Jun 22, 2011 at 11:29 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Ryan,

 NodeVisitor's subclasses are meant to only override the methods they
 need to.  It's what makes the convinient and powerful.


Yes, of course - for some time I was confused on how a visitor could be
implemented _without_ triggering this warning.


The documented problems which the warning issue relate to aren't
 relevent to NodeVisitor usage.  This compiler warning issue is in
 practice just a distraction that will lead to more code bloat and
 potential problems.   FYI, different compilers have complained about
 this issue on and off for the last decade but not once in the
 history of the OSG has there been a bug due to this issue.  Adding a
 using osg::NodeVisitor::apply to all subclasses just to quieten down a
 silly warning is what I would call a good coding practice.


Yes, when thinking through it, I couldn't think of an instance in which it
would affect use, since Visitors are generally only handled by a base class
reference, but the warning was the most frequent.

I'm unsure I understand your thoughts on a resolution - are you saying we
should add using osg::NodeVisitor::apply; or that we should ignore the
warning?

Thanks!

Ryan


 Robert.

 On Wed, Jun 22, 2011 at 5:17 PM, Ryan Pavlik rpav...@iastate.edu wrote:
  All,
  I've been working to get all the code I use to compile cleanly using
 Clang,
  which is a faster, stricter, yet more helpful compiler than gcc. I
 actually
  would like to get things to build cleanly with -Wall -Wextra in Clang
 since
  those are often potential errors.  I'll submit a full warnings log in a
  later email along with the build patches, but I wanted to mention one
 issue
  separately.
  Apparently resolution of overloaded functions takes place on the name
 only,
  rather than the full signature, which interacts with virtual functions.
 In
  NodeVisitor, a number of virtual functions are declared with the same
 name,
  apply, as required for the visitor pattern. It seems that according to
 the
  standard, unexpected things may happen if not all overloads are
 implemented
  in a subclass. The best discussions of this issue that I've found so far
 are
  here:
  http://www.codeguru.com/forum/showthread.php?t=459396
  https://groups.google.com/forum/#!topic/mozilla.dev.builds/60CACLzH_YM
  http://gcc.gnu.org/bugzilla/show_bug.cgi?id=20423
 
 https://www.securecoding.cert.org/confluence/display/cplusplus/OOP03-CPP.+Prefer+not+to+overload+virtual+functions
  - note that the ideal solution is only mentioned in the comments
  The apparent best solution is for all NodeVisitor subclasses to include a
  line equivalent to:
  using osg::NodeVisitor::apply;
  (replacing osg::NodeVisitor with a more specialized base class where not
  inheriting directly from NodeVisitor)
  That said, I haven't worked on this too long or done extensive testing,
 but
  it is an issue I wanted to bring up.
  Ryan
 
  --
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  HCI Graduate Student
  Virtual Reality Applications Center
  Iowa State University
 
  rpav...@iastate.edu
  http://academic.cleardefinition.com
 
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Virtual Reality Applications Center
Iowa State University

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Re: [osg-users] Good new for IOS developers

2011-06-22 Thread Thomas Hogarth
Thanks Alessandro

It's called Alien Attack, it's actually been made for a client AppToyz to go
with there AppBlaster gun attachment for iphones. It should actually
be released in the next week or so. I'll give you a shout when it is.

Tom
PS
It's also free!

On 21 June 2011 21:19, Alessandro Terenzi a.tere...@gmail.com wrote:

 Congratulation Thomas!
 what's your app's name? I look forward to trying it...

 Alessandro

 PS: hope it's free ;)

 On Tue, Jun 21, 2011 at 1:41 PM, Thomas Hogarth 
 thomas.hoga...@gmail.comwrote:

 Hi All,

 This might have been discussed in the past but it's the
 first confirmation I have personally had. My first IOS app using
 OpenSceneGraph was approved for the app store today. I was using 2.9.15, so
 a pretty recent version (not recent enough to be a test of the 3.0
 rc1). OpenSceneGraph was also built statically and was using the depreciated
 osg and imageio plugins.


 Thought other would be interested.
 Tom

 PS
 If other have submitted apps, please let me know your experience


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Re: [osg-users] Potential issues in NodeVisitor subclasses

2011-06-22 Thread Robert Osfield
Hi Ryan,

On Wed, Jun 22, 2011 at 6:35 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 Yes, of course - for some time I was confused on how a visitor could be
 implemented _without_ triggering this warning.

You can''t implement a vistor pattern without triggering the warning. Since the
vistor pattern is such a powerful and widely used design pattern is
pretty poor that
the warning flags it as problem.

 Yes, when thinking through it, I couldn't think of an instance in which it
 would affect use, since Visitors are generally only handled by a base class
 reference, but the warning was the most frequent.
 I'm unsure I understand your thoughts on a resolution - are you saying we
 should add using osg::NodeVisitor::apply; or that we should ignore the
 warning?

In the context of visitor this warning is false positive, so doing
anything to the
code just to quieten this false positive is a false positive.  How much effort
should one spend quietening false positives?  What risks are their in
doing this?

Personally I'd just disable the warning.  Ideally you'd be able to do
this right in
the base class so that you don't have to disable it for other places where the
warning might be approrpiate.  Failing the ability disable the warning just for
a single class and it's subclasses one would have to disable the warning at
the compile level.

For 3.0.0 I'm not going to start chasing stuff like how to quieten
down false positives,
unless it's as single as CMake option or a #pragma added to an OSG header.  It's
both an issue of where do I spend me time now to maximize the final
software quality
and what risks we take with the code so close to a risk.

Robert.
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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Robert Osfield
HI Alessandro,

Could run a debug build and get a stack trace from the crash and then
post this stack trace, it should give us a bit more of ideal of what
might be at fault.

Also what movie plugin are you attempting to use to play the movie?

Robert.

On Wed, Jun 22, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.com wrote:
 Hi,
 I'm trying to see a simple quad with a video (AVI) texture applied. The video 
 is played correctly by osgmovie but if I use osgviewer to open the FBX model 
 (that uses the AVI) when execution is over osgviewer crashes.

 I'm using OSG 3.0.0 rc1 and the FBX was created from 3dsMax using the FBX SDK 
 2012.

 I'm attaching the FBX and OSG (if you want to try them you have to just 
 replace the paths for the video file). I also tried with a .osg and it 
 doens't crashes.

 Cheers,
 Alessandro

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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
Hi Robert,
unfortunately I will not be able to try it before friday, anyway the
video plugin that I use is QuickTime (the OS is Windows 7 x64, OSG is
built for 32 bit and we tried with a couple of different AVIs on two
PCs).

Hope this helps a little.
Alessandro

On Wednesday, June 22, 2011, Robert Osfield robert.osfi...@gmail.com wrote:
 HI Alessandro,

 Could run a debug build and get a stack trace from the crash and then
 post this stack trace, it should give us a bit more of ideal of what
 might be at fault.

 Also what movie plugin are you attempting to use to play the movie?

 Robert.

 On Wed, Jun 22, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.com 
 wrote:
 Hi,
 I'm trying to see a simple quad with a video (AVI) texture applied. The 
 video is played correctly by osgmovie but if I use osgviewer to open the FBX 
 model (that uses the AVI) when execution is over osgviewer crashes.

 I'm using OSG 3.0.0 rc1 and the FBX was created from 3dsMax using the FBX 
 SDK 2012.

 I'm attaching the FBX and OSG (if you want to try them you have to just 
 replace the paths for the video file). I also tried with a .osg and it 
 doens't crashes.

 Cheers,
 Alessandro

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=40757#40757




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 http://forum.openscenegraph.org//files/video_texture_139.zip


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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Robert Osfield
Hi Allessandro,

I've copied a .avi file I have to the name video1.avi so that the .osg
and .FBX files both load the file, and by using -e ffmpeg on the
command line I'm able to osgviewer to load the avi file just fine. I
don't get any crashes, but I also don't get any played movie as to
play them you'll need an explicit imagestream-play() call.

To get around the need to explictly call play() I put together a very
simple Present3D xml file to read the movie as an image, as the .osg
and the .FBX.  The attached test.p3d does this.  To test it I also
need to load the ffmpeg to handle playing the video, the command line
to use is:

  present3D test.p3d -e ffmpeg

Present3D is built as part of the OSG alongside osgviewer so you
should have it built already.  Press Page Down/Up or Left/Right Arraow
keys to change slides and the type of rendering.

With Present3D all the different options for me, all play correctly
and all don't crash.

Robert.


test.p3d
Description: Binary data
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Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-22 Thread Jean-Sébastien Guay

Hi Robert,


http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0


On this page, in the new features list, you mentioned user data... I 
think you meant the new generalized metadata system, so I changed that 
bullet point to better show this. After all, OSG has had user data for a 
long time now. Other than that, looks good.



   
http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero


For the contributors list, seems you have a unicode / character encoding 
mismatch, because for example the ö in Mathias Fröhlich (and others) 
became ÷, and the é in Romano José Magacho da Silva (and others) became 
Ú. Other than that, looks good.


J-S
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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Robert Osfield
HI Alessandro,

On Wed, Jun 22, 2011 at 8:00 PM, Alessandro Terenzi a.tere...@gmail.com wrote:
 unfortunately I will not be able to try it before friday, anyway the
 video plugin that I use is QuickTime (the OS is Windows 7 x64, OSG is
 built for 32 bit and we tried with a couple of different AVIs on two
 PCs).

Friday will be too later for 3.0.0.  Where the problem might lie I
can't say, but it all works at
least with the ffmpeg plugin under Linux, so one might consider the
Quicktime plugin as being
a potential cause of problems, but it just as easily code be a problem
elsewhere.

Quicktime used to be the only video solution under Windows but now we
have the ffmpeg and
the directshow plugins so if it does turn out to be the problem then
you can always look into
trying out these other plugins.

Robert.
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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
Thank you Robert for your answers, I'll try the ffmpeg plugins as soon
as I'll be back to work, only one note: I've already tried the
directshow plugin but, as you can see from a couple of mails of mine,
without success...so far I could not find a solution for using that
plugin and this is the reason I'm stll using QuickTime even on
Windows.

Cheers.
Alessandro

On Wednesday, June 22, 2011, Robert Osfield robert.osfi...@gmail.com wrote:
 HI Alessandro,

 On Wed, Jun 22, 2011 at 8:00 PM, Alessandro Terenzi a.tere...@gmail.com 
 wrote:
 unfortunately I will not be able to try it before friday, anyway the
 video plugin that I use is QuickTime (the OS is Windows 7 x64, OSG is
 built for 32 bit and we tried with a couple of different AVIs on two
 PCs).

 Friday will be too later for 3.0.0.  Where the problem might lie I
 can't say, but it all works at
 least with the ffmpeg plugin under Linux, so one might consider the
 Quicktime plugin as being
 a potential cause of problems, but it just as easily code be a problem
 elsewhere.

 Quicktime used to be the only video solution under Windows but now we
 have the ffmpeg and
 the directshow plugins so if it does turn out to be the problem then
 you can always look into
 trying out these other plugins.

 Robert.
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[osg-users] improperly culled osgText

2011-06-22 Thread Terry Welsh
Hi,
I found another problem with invisible text today.  In TextBase.cpp
there is this chunk of code at line 290:

// provide a fallback in cases where no bounding box has
been been setup so far
if (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen)
{
// default to a zero size.
bbox.set(_position, _position);
}
else
{
osg::Matrix matrix;
matrix.makeTranslate(_position);
matrix.preMultRotate(_rotation);

bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);

bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
}

I'm probably missing something but I don't see the logic behind the
first conditional.  Does it really have a purpose or is it legacy
code?  If I change the whole chunk to this then my text is displayed
properly:

osg::Matrix matrix;
matrix.makeTranslate(_position);
matrix.preMultRotate(_rotation);

bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);

bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);

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Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-22 Thread Don Leich

Hi all,

I gave 3.0.0-rc3 a check out here and found a few problems.  These are
quite possibly due to the atypical setup here, particularly the farily
old version of Qt installed and possibly other factors.

system:x86_64  SuSE 11.01
graphics:  NVIDIA Quadro FX 1800  270.41.19
gcc: 4.3.1
Qt:  3.3.3

The example osgviewerQt comes up with solid blue background in all
viewports and not other graphics.  I'm unable to run the other Qt
examples since we don't compile for QT_QTWEBKIT_LIBRARY.  We've
got Qt-4.4.3 so this could be a version mismatch.

A number of other examples failed due a missing jpeg plugin.  I don't
know why this is a problem and haven't invesitgated it yet.  Otherwise,
the build seemed to go without a hickup and other then the problems
mentioned the examples were working.

On a very positive note 3.0.0-rc3 did quite well in the 20 year old
legacy application we've recently ported to osg.

-Don Leich

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Re: [osg-users] Issues centering cursor for mouselook with first-person manipulator.

2011-06-22 Thread Dan West
No ideas floating around out there??
 :(

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Re: [osg-users] VirtialPlanetBuilder-0.9.12 dev release tagged, and plans for VPB-1.0

2011-06-22 Thread Wang Rui
Hi Robert,

VPB doesn't compile with MinGW because of some errors in the FileUtils
headers and source. I'd like to send my changes to osg-submissions
soon.

Wang Rui

2011/6/21 Robert Osfield robert.osfi...@gmail.com:
 Hi All,

 OpenSceneGraph-3.0.0 release seems to be going smoothly so it looks
 like I might have a little time this week to squeeze in getting
 VirtualPlanetBuilder to 1.0 as well.  This morning I merged a couple
 of changes to VPB from the community and made a a little cleanup
 myself so it reminded me that VPB-1.0 is as long overdue as OSG-3.0 so
 why not go with the flow and get VPB-1.0 out the door.  It's basically
 feature complete for it's 1.0 and has been so for quite so time now -
 it's just I've been so busy with the OSG and client work that it's sat
 a little neglected in the corner.

 The first step was to tag a dev release which you can now grab from:

  svn co  
 http://www.openscenegraph.org/svn/VirtualPlanetBuilder/tags/VirtualPlanetBuilder-0.9.12
 VirtualPlanetBuilder

 Could members of the community update to svn/trunk of VPB or the
 0.9.12 dev release above and let me know how well things are building
 working on your system.  If things look solid I'll just go right ahead
 and make the 1.0 later this week.

 Cheers,
 Robert.
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