Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-07 Thread Jan Ciger
On Thu, Sep 6, 2012 at 6:45 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:

 Catched! It was not in JNI, the problem was that in the Matrix constructor
 I had the a12 element repeated and setted in the a13 position! The
 example with the y-up orientation works as expected now. Changes are
 checked in the repository.



OK, I tested it and it does work OK now. Good job!

Regards,

Jan
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Re: [osg-users] KeySwitchMatrixManipulator::handle()

2012-09-07 Thread Robert Osfield
HI Gianni,

On 6 September 2012 16:52, Gianni Ambrosio ga...@vi-grade.com wrote:
| does it make sense to add a check in
KeySwitchMatrixManipulator::handle() method to avoid calling
setByMatrix() if the selected manipulator is the current manipulator?

It does make sense, I've added this check in so that it no longer
resets the camera manipulator when the current one is selected.  This
change is now checked into svn/trunk.

Robert.
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Re: [osg-users] Osg + Maya status?

2012-09-07 Thread Per Nordqvist
Haha, whatever you say :-)

My pipeline is more complicated, since I have existing .3ds + .ive
files I need to update in Maya,
then export back to my application.
For the import to maya I'm looking at the FBX format, for the export
I'll probably need the
osgmaya plugin to get full control.

My application (based on OSG 3.01) is not integrated with maya, so I'm
free to use whatever
OSG version for the plugin as long as the final exported .ive files work.
I have tested compiling against 2.8.3 and 3.01 without success so far,
but only with the existing solution file.
I can't find 2.9.x on the osg website. Might be I have to use svn to
get hold of it.

I'll try some more with cmake and maybe talk to Javier about it. I'll
post here if there is some progress.

Thanks again J-S, impressive that you find the time to help us all.

/Per


On 7 September 2012 01:21, Jean-Sébastien Guay jean_...@videotron.ca wrote:
 Hello Per,

 There is no such thing as noise for the OSG list, especially not when it's
 so directly related to a project in the OSG ecosystem. It's totally relevant
 and will be useful to someone else I'm sure. So I'm putting this back on the
 list :-)

 I didn't go from any pre-existing solution file, I just generated my own
 with maya2osg's cmake build system (similar to OSG's own).

 IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to 3.0.
 It's been a while though (at my previous employer which I left over 9 months
 ago) so depending on whether your OSG version is more or less recent it may
 or may not compile. In that case, you can probably collaborate with Javier
 Taibo and / or PP (Peter Particle I think it stood for) who were active
 developers of the project back then and probably still monitor this list.
 You can also subscribe to its own mailing list at

 https://lists.sourceforge.net/lists/listinfo/maya2osg-users

 though I think they are on both so they should see these messages too.

 Another thing I remember, I would compile maya2osg with an SVN trunk version
 of OSG, but the models exported from maya in .osg format would read fine in
 an OSG 2.8.3 viewer. So that's what we did, since our own software needed to
 use a stable / released / numbered version of OSG, not OSG from SVN). Our
 pipeline looked like this:

 1. Create models in maya
 2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg
 format
 3. Optimize the .osg model and save it as .ive using a custom tool based on
 osgconv (built using OSG 2.8.3, so the binary .ive format was compatible
 with our software)
 4. Use the .ive or the unoptimized .osg in our software (built using OSG
 2.8.3)

 So as I see it you have 2 options depending on the version of OSG you were
 using to build maya2osg:

 1. If it was a recent version (3.1 and up, or current SVN trunk) I'm sure
 the maya2osg folks will want to update the plugin to build against that
 version, so you can try to make it work and submit the changes to them or
 talk to them to see if they're willing to do it.
 2. If it was an older version, for example the version you need to build
 your own software with, you could adopt a pipeline like the one I outlined
 above.

 As an alternative to option 2, you could also modify maya2osg to compile
 against that version of OSG (using #ifdefs with the OSG version to make sure
 you don't break its compilation against newer versions). But I think that
 might make the code very messy, so the maya2osg folks might not accept to
 merge those changes back in, which I think is understandable, and then you'd
 be left with having to maintain your own private fork of the plugin...

 Hope this helps,

 J-S



 On 06/09/2012 10:49 AM, Per Nordqvist wrote:

 Hi J-S, thanks for responding. I assume you started from the Maya 2011
 solution,
 with Visual Studio 2008?
 Im trying to compile now but I'm probably using the wrong version of OSG,
 getting lots of API related errors during compile time.
 Do you remember which version of OSG you used that matches Maya 2011?

 (I'm posting off the list to reduce the noise. If I succeed I'll post
 the conclusions there)

 /Per

 On 6 September 2012 12:45, Jean-Sébastien Guay jean_...@videotron.ca
 wrote:

 Hello Per,

 I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself
 though.

 J-S



 On 06/09/2012 3:22 AM, Per Nordqvist wrote:

 Hi all,

 I'm trying to find a working pipeline between osg 3.01  Maya 2013.
 I started with intermediate formats (3ds, flt, obj) but no joy,
 material settings are all messed up.

 Now I am looking at the native osgMaya:
 http://maya2osg.sourceforge.net/
 but it only supports older version of Maya, i.e 2009/10/11.

 Has there been any efforts on this plugin for Maya 2013?

 Thanks,

 /Per Nordqvist

 p.s. the community page
 http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
 points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead.
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[osg-users] Please test svn/trunk in prep for 3.1.3 developer release

2012-09-07 Thread Robert Osfield
Hi All,

I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.

This dev release won't contain all the submissions that have
accumulated over the last couple of months, if you one that is pending
please be patient.  After taking things easy w.r.t open source dev
over the summer I'm now steadily going through submissions, it's quite
a backlog so it'll take me a few weeks to review them all.  During
this period I plan to keep making dev releases rather than wait till
all submissions have been processed.  If you feel a submission had
been missed out/overlooked please don't be shy in checking up on
progress on it, sometimes submissions I've actually responded to and
await a response that hasn't forth coming so it's worth checking up
just in case there is something else I need from the submission.

Thanks you help in test :-)

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

2012-09-07 Thread Sergey Polischuk
Hi RigTransformSoftware is not a node, it is helper class which implements skinning animation inside RigGeometry (which is not a node either, its drawable).Just dont touch vertex positions array and use gl_Vertex in shader instead of your position attribute (dont do this: geom-setVertexAttribArray(0, vertex_data_array); ). So your example vertex shader will look like this:attribute vec4 color_attribute;varying vec4 color;void main(){color = color_attribute;gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;}  Cheers.06.09.2012, 21:28, "Peterakos" hay...@gmail.com:Hello.First of all the SceneGraph that is created after i read the dae file doesnt have any RigTransformSoftware node. Does that mean the values in the vertex array in the rig geometry will stay the same during the program execution (and they will never get the updated value) ?In order for me to pass to the shader's position_attribute the correct updated value what do i have to do ?Do i have to call setVertexAttribArray in every loop, passing the as parameter the udapted values ?Is there any way to received these updated vertex positions without using the RigTransformSoftware and without having to multiply with the transformation matrices i received from bones ??Thnx again and sorry for the long thread. ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-07 Thread Robert Osfield
Hi Frederic,

On 6 September 2012 15:02, Frederic Bouvier fredlis...@free.fr wrote:
 I don't revert the code. I moved the setInputRange block where you put 
 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
 What I don't see is if the block removal was intended or worked by accident 
 on most viewer and was unnoticed.

I didn't include the setInputRange code when I refactor the frame
event generation as I thought it was now redundant.  It turns out the
testing I did wasn't quite extensive enough though... when I was
testing out camera manipulator switching this morning I came across a
bug when going from trackball to flight or drive manipulators where
the camera would slide off to the right even without any mouse
movement.  Turns out that it was the same input scale issue and adding
back in the setInputScale fixes it.  I still still think it suggests
something else where isn't setting things correctly, I'll leave this
investigation for another day though.  I've just applied the below
change.

Could you try our svn/trunk and let me know if the FOX example is now
working OK again?

Cheers,
Robert.


$ svn diff
Index: Viewer.cpp
===
--- Viewer.cpp  (revision 13124)
+++ Viewer.cpp  (working copy)
@@ -798,6 +798,17 @@
 }
 }

+// pass on the coorindates of the main camera to make sure the
frame event is scaled appropriately.
+if (getCamera()-getViewport())
+{
+osg::Viewport* viewport = getCamera()-getViewport();
+eventState-setInputRange( viewport-x(), viewport-y(),
viewport-x() + viewport-width(), viewport-y() +
viewport-height());
+}
+else
+{
+eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
+}
+
 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
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Re: [osg-users] Looking For An osgPPU RTT Example

2012-09-07 Thread Sergey Polischuk
Hi

If you mean output to texture attached to fbo it works for me without any 
problems. At the end of pipeline you just create osgPPU::UnitOut with output 
texture set to your fbo attachment texture. Also IIRC you should add your 
processor to main scene graph (viewer-getSceneData() ) or to viewer camera 
even if you processing nested camera output.

Cheers.

07.09.2012, 00:25, Jeremy Moles cubic...@gmail.com:
 Hey guys, I'm looking for some osgPPU example code demonstrating setting
 up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
 project currently--at least, as far as I can tell--appear to always use
 the Viewer's Camera directly, which won't work for my use.

 Futhermore, all of my own personal attempts to implement this result in
 some really crazy results; for example, creating a black, null Viewport
 inside my SceneGraph with no seeming purpose.

 I haven't seen much traffic from Art Tevs lately, so if there's an
 alternative to osgPPU, I'd be willing to try that out too.

 Thanks!

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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-07 Thread Lucas SART
Hi, 

I had looking for why it doesn't work. It seems that the first tab camera 
projection matrix and view matrix are not valid (components = 
-1.#IND) and I don't know why. I tryed to look into OSG code but I 
don't found what is wrong... If someone have an idea it would be great !

Here is the code I use (running on OSG 3.0.1 and qt 4.7.3) :


Code:

#include QtCore/QTimer
#include QtGui/QApplication
#include QtGui/QGridLayout
#include QTabWidget

#include osgViewer/CompositeViewer
#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator

#include osgDB/ReadFile

#include osgQt/GraphicsWindowQt

#include iostream

class ViewerWidget : public QWidget, public osgViewer::CompositeViewer
{
public:
ViewerWidget(osgViewer::ViewerBase::ThreadingModel 
threadingModel=osgViewer::CompositeViewer::SingleThreaded) : QWidget()
{
setThreadingModel(threadingModel);

// Create tab widget
QTabWidget* tab = new QTabWidget();

// Add tabs
tab-addTab(addViewWidget( createCamera(0,0,100,100), 
osgDB::readNodeFile(cow.osg) ), tab 1) ;
tab-addTab(addViewWidget( createCamera(0,0,100,100), 
osgDB::readNodeFile(cessna.osg) ), tab 2) ;

// Set layout
QGridLayout* grid = new QGridLayout;
grid-addWidget(tab, 0, 0) ;
setLayout( grid );

setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND);
_timerId = startTimer(0); 
}

virtual ~ViewerWidget()
{
if (_timerId != 0)
killTimer(_timerId);
} 

QWidget* addViewWidget( osg::Camera* camera, osg::Node* scene )
{
osgViewer::View* view = new osgViewer::View;
view-setCamera( camera );
addView( view );

view-setSceneData( scene );
view-addEventHandler( new osgViewer::StatsHandler );
view-setCameraManipulator( new osgGA::TrackballManipulator );

osgQt::GraphicsWindowQt* gw = dynamic_castosgQt::GraphicsWindowQt*( 
camera-getGraphicsContext() );
return gw ? gw-getGLWidget() : NULL;
}

osg::Camera* createCamera( int x, int y, int w, int h, const std::string 
name=, bool windowDecoration=false )
{
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-windowName = name;
traits-windowDecoration = windowDecoration;
traits-x = x;
traits-y = y;
traits-width = w;
traits-height = h;
traits-doubleBuffer = true;
traits-alpha = ds-getMinimumNumAlphaBits();
traits-stencil = ds-getMinimumNumStencilBits();
traits-sampleBuffers = ds-getMultiSamples();
traits-samples = ds-getNumMultiSamples();

osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext( new osgQt::GraphicsWindowQt(traits.get()) );

camera-setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) );
camera-setViewport( new osg::Viewport(0, 0, traits-width, traits-height) );
camera-setProjectionMatrixAsPerspective(
30.0f, static_castdouble(traits-width)/static_castdouble(traits-height), 
1.0f, 1.0f );
return camera.release();
}

virtual bool event( QEvent* event )
{
if (event-type() == QEvent::Timer)
{
if (static_castQTimerEvent*(event)-timerId() == _timerId)
{
frame();
return true;
}
}
return QWidget::event(event);
} 

protected:
int _timerId;
};

int main( int argc, char** argv )
{
osg::ArgumentParser arguments(argc, argv);

osgViewer::ViewerBase::ThreadingModel threadingModel = 
osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext;
while (arguments.read(--SingleThreaded)) threadingModel = 
osgViewer::ViewerBase::SingleThreaded;
while (arguments.read(--CullDrawThreadPerContext)) threadingModel = 
osgViewer::ViewerBase::CullDrawThreadPerContext;
while (arguments.read(--DrawThreadPerContext)) threadingModel = 
osgViewer::ViewerBase::DrawThreadPerContext;
while (arguments.read(--CullThreadPerCameraDrawThreadPerContext)) 
threadingModel = osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext;

QApplication app(argc, argv);
ViewerWidget* viewWidget = new ViewerWidget(threadingModel);
viewWidget-setGeometry( 100, 100, 800, 600 );
viewWidget-show();
return app.exec();
}




Thanks,
Lucas

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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-07 Thread Frederic Bouvier
Hi Robert,

I confirm that the FLTK example (did not test the FOX one) works as expected 
with r13136.

And, more importantly for me ;-) , the fgrun program works too.

Thank you very much
Regards,
-Fred

- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Vendredi 7 Septembre 2012 11:35:30
Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK

Hi Frederic,

On 6 September 2012 15:02, Frederic Bouvier fredlis...@free.fr wrote:
 I don't revert the code. I moved the setInputRange block where you put 
 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
 What I don't see is if the block removal was intended or worked by accident 
 on most viewer and was unnoticed.

I didn't include the setInputRange code when I refactor the frame
event generation as I thought it was now redundant.  It turns out the
testing I did wasn't quite extensive enough though... when I was
testing out camera manipulator switching this morning I came across a
bug when going from trackball to flight or drive manipulators where
the camera would slide off to the right even without any mouse
movement.  Turns out that it was the same input scale issue and adding
back in the setInputScale fixes it.  I still still think it suggests
something else where isn't setting things correctly, I'll leave this
investigation for another day though.  I've just applied the below
change.

Could you try our svn/trunk and let me know if the FOX example is now
working OK again?

Cheers,
Robert.


$ svn diff
Index: Viewer.cpp
===
--- Viewer.cpp  (revision 13124)
+++ Viewer.cpp  (working copy)
@@ -798,6 +798,17 @@
 }
 }

+// pass on the coorindates of the main camera to make sure the
frame event is scaled appropriately.
+if (getCamera()-getViewport())
+{
+osg::Viewport* viewport = getCamera()-getViewport();
+eventState-setInputRange( viewport-x(), viewport-y(),
viewport-x() + viewport-width(), viewport-y() +
viewport-height());
+}
+else
+{
+eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
+}
+
 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-07 Thread Alistair Baxter
-Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lucas SART
 Sent: 07 September 2012 11:08
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

Hi, 

 I had looking for why it doesn't work. It seems that the first tab camera 
 projection 
 matrix and view matrix are not valid (components = -1.#IND) and I 
 don't know why. I tryed to look into OSG code but I don't found what is 
 wrong... 
 If someone have an idea it would be great !

Oddly, I think I just encountered this problem yesterday.

If the QT widget ever gets resized to zero (as can happen sometimes during 
setup and intermediate layout stages), and osgQt::GLWidget::resizeEvent is 
called with width and height equal to zero, the camera projection matrix gets 
screwed up due to divide-by-zeroes, and never recovers because resizing always 
takes into account the existing camera matrix.

I solved the problem by preventing osgQt::GLWidget::resizeEvent being called by 
my GLWidget subclass if either dimension was zero. But I suppose it would 
probably be better if a fix was made inside the osgQt library.

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Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release

2012-09-07 Thread Frederic Bouvier
Trunk build OK with MSVC 2012, at least for the plugins I am able to resolve 
dependencies.

Regards,
-Fred

- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Vendredi 7 Septembre 2012 11:28:11
Objet: [osg-users] Please test svn/trunk in prep for 3.1.3 developerrelease

Hi All,

I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.

This dev release won't contain all the submissions that have
accumulated over the last couple of months, if you one that is pending
please be patient.  After taking things easy w.r.t open source dev
over the summer I'm now steadily going through submissions, it's quite
a backlog so it'll take me a few weeks to review them all.  During
this period I plan to keep making dev releases rather than wait till
all submissions have been processed.  If you feel a submission had
been missed out/overlooked please don't be shy in checking up on
progress on it, sometimes submissions I've actually responded to and
await a response that hasn't forth coming so it's worth checking up
just in case there is something else I need from the submission.

Thanks you help in test :-)

Robert.
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Re: [osg-users] KeySwitchMatrixManipulator::handle()

2012-09-07 Thread Gianni Ambrosio
Thank you Robert.
Gianni

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[osg-users] Delaunay triangulation bug

2012-09-07 Thread Patrice Gonzalez
Dear OpenSceneGraph users,

while using the Delaunay triangulation library, I found some cases where the 
triangles generated were intersecting other triangles, which is normally 
impossible in a Delaunay triangulation. The bug can be reproduced with the 
following set of points:
 x    y-4542397  -132298,38-4542394,5  -132297,86
-4542393  -132297,75-4542391,5  -132297,91-4542390  -132298,31
-4542389  -132298,67-4542387,5  -132299,27 
By entering the code in debug, I think the problem might come from the 
circumcircle center computation algorithm. Moreover, the use of float may not 
be sufficient in this case since the x values are quite far from 0, 
consequently the distance computations executed to know if a point is inside 
the circumcircle or not may be wrong. Using doubles instead of floats is 
obviously not a correct solution but it may solve the bug.

What is your opinion on that bug? What is the best way to solve this issue?

Thank you for your attention.

Regards,

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Re: [osg-users] Delaunay triangulation bug

2012-09-07 Thread Sergey Polischuk
Hi You just rolling over limits of single precision float capabilities with this input. There are rounding on Y values up to 0.02 just if you convert those to float. Add there some arithmetic operations on such values and error will grow an order or two, you get the point. Cheers. 07.09.2012, 17:28, "Patrice Gonzalez" patrice.gonza...@cgxaero.com:Dear OpenSceneGraph users,while using the Delaunay triangulation library, I found some cases where the triangles generated were intersecting other triangles, which is normally impossible in a Delaunay triangulation. The bug can be reproduced with the following set of points:  x  y-4542397-132298,38-4542394,5-132297,86-4542393-132297,75-4542391,5-132297,91-4542390-132298,31-4542389-132298,67-4542387,5-132299,27By entering the code in debug, I think the problem might come from the circumcircle center computation algorithm. Moreover, the use of float may not be sufficient in this case since the x values are quite far from 0, consequently the distance computations executed to know if a point is inside the circumcircle or not may be wrong. Using doubles instead of floats is obviously not a correct solution but it may solve the bug.What is your opinion on that bug? What is the best way to solve this issue?Thank you for your attention.Regards,Patrice GONZALEZ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-07 Thread Roman Grigoriev
under qt 5.0.0beta1 - it doesn't work
I've got this error

Qt at-spi: error getting the accessibility dbus address:  The name 
org.a11y.Bus was not provided by any .service files 
Accessibility DBus not found. Falling back to session bus.
Registered DEC:  true 
Error in contacting registry 
org.freedesktop.DBus.Error.ServiceUnknown 
The name org.a11y.atspi.Registry was not provided by any .service files 
This plugin does not support setting window opacity
QXcbConnection: XCB error: 3 (BadWindow), sequence: 576, resource id: 46137375, 
major code: 18 (ChangeProperty), minor code: 0
QXcbConnection: XCB error: 3 (BadWindow), sequence: 577, resource id: 46137375, 
major code: 12 (ConfigureWindow), minor code: 0
QXcbConnection: XCB error: 3 (BadWindow), sequence: 578, resource id: 46137375, 
major code: 8 (MapWindow), minor code: 0
QXcbConnection: XCB error: 3 (BadWindow), sequence: 596, resource id: 46137375, 
major code: 18 (ChangeProperty), minor code: 0
QXcbConnection: XCB error: 3 (BadWindow), sequence: 597, resource id: 46137375, 
major code: 12 (ConfigureWindow), minor code: 0
Cannot make QOpenGLContext current in a different thread

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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-07 Thread Roman Grigoriev
PS 
if I use singlethreaded
I got errors
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is 
undefined 
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is 
undefined

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Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release

2012-09-07 Thread Wojciech Lewandowski
Hi Robert,

With current trunk I had an error while compiling osg/Image.cpp for IOS
simulator / GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16
0x805B to Image header solves the problem. Image header file attached. Also
sending this post to submissions' forum.

Cheers,
Wojtek Lewandowski

2012/9/7 Frederic Bouvier fredlis...@free.fr

 Trunk build OK with MSVC 2012, at least for the plugins I am able to
 resolve dependencies.

 Regards,
 -Fred

 - Mail original -
 De: Robert Osfield robert.osfi...@gmail.com
 À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Envoyé: Vendredi 7 Septembre 2012 11:28:11
 Objet: [osg-users] Please test svn/trunk in prep for 3.1.3 developer
  release

 Hi All,

 I plan to tag a developer release this afternoon, but before I do I'd
 like some feedback from testing out in the community to make sure that
 it's building a running OK.

 This dev release won't contain all the submissions that have
 accumulated over the last couple of months, if you one that is pending
 please be patient.  After taking things easy w.r.t open source dev
 over the summer I'm now steadily going through submissions, it's quite
 a backlog so it'll take me a few weeks to review them all.  During
 this period I plan to keep making dev releases rather than wait till
 all submissions have been processed.  If you feel a submission had
 been missed out/overlooked please don't be shy in checking up on
 progress on it, sometimes submissions I've actually responded to and
 await a response that hasn't forth coming so it's worth checking up
 just in case there is something else I need from the submission.

 Thanks you help in test :-)

 Robert.
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Image
Description: Binary data
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Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release

2012-09-07 Thread Stephan Maximilian Huber
Hi robert,

compiles fine for OS X, but breaks for IOS (GL ES 1.1) as GL_RGBA16 is
not defined.

Attached is a fix.

cheers,
Stephan
Am 07.09.12 11:28, schrieb Robert Osfield:
 Hi All,
 
 I plan to tag a developer release this afternoon, but before I do I'd
 like some feedback from testing out in the community to make sure that
 it's building a running OK.
 
 This dev release won't contain all the submissions that have
 accumulated over the last couple of months, if you one that is pending
 please be patient.  After taking things easy w.r.t open source dev
 over the summer I'm now steadily going through submissions, it's quite
 a backlog so it'll take me a few weeks to review them all.  During
 this period I plan to keep making dev releases rather than wait till
 all submissions have been processed.  If you feel a submission had
 been missed out/overlooked please don't be shy in checking up on
 progress on it, sometimes submissions I've actually responded to and
 await a response that hasn't forth coming so it's worth checking up
 just in case there is something else I need from the submission.
 
 Thanks you help in test :-)
 
 Robert.
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_IMAGE
#define OSG_IMAGE 1

#include osg/BufferObject
#include osg/Vec2
#include osg/Vec3
#include osg/Vec4
#include osg/FrameStamp
#include osg/StateAttribute

#include string
#include vector

#ifndef GL_VERSION_1_2
// 1.2 definitions...
#define GL_BGR  0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2  0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2  0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368
#endif

#ifndef GL_COMPRESSED_ALPHA
#define GL_COMPRESSED_ALPHA 0x84E9
#define GL_COMPRESSED_LUMINANCE 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA   0x84EB
#define GL_COMPRESSED_INTENSITY 0x84EC
#define GL_COMPRESSED_RGB   0x84ED
#define GL_COMPRESSED_RGBA  0x84EE
#endif


#ifndef GL_ABGR_EXT
#define GL_ABGR_EXT 0x8000
#endif

#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
#define GL_RED  0x1903
#define GL_GREEN0x1904
#define GL_BLUE 0x1905
#define GL_DEPTH_COMPONENT  0x1902
#define GL_STENCIL_INDEX0x1901
#endif

#ifndef GL_RGBA16
#define GL_RGBA16   0x805B
#endif

#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || 
defined(OSG_GL3_AVAILABLE)
#define GL_BITMAP   0x1A00
#define GL_COLOR_INDEX  0x1900
#define GL_INTENSITY12  0x804C
#define GL_INTENSITY16  0x804D
#define GL_INTENSITY4   0x804A
#define GL_INTENSITY8   0x804B
#define GL_LUMINANCE12  0x8041
#define GL_LUMINANCE12_ALPHA4   0x8046
#define GL_LUMINANCE12_ALPHA12  0x8047
#define GL_LUMINANCE16  0x8042
#define GL_LUMINANCE16_ALPHA16  0x8048
#define GL_LUMINANCE4   0x803F
#define GL_LUMINANCE4_ALPHA40x8043
#define GL_LUMINANCE6_ALPHA20x8044
#define GL_LUMINANCE8   0x8040
#define GL_LUMINANCE8_ALPHA80x8045
#define GL_RGBA80x8058
#define GL_PACK_ROW_LENGTH  0x0D02
#endif

#ifndef GL_PACK_SKIP_IMAGES
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT0x806C
#define GL_UNPACK_SKIP_IMAGES   0x806D
#define GL_UNPACK_IMAGE_HEIGHT  0x806E
#endif

#ifndef GL_OES_compressed_ETC1_RGB8_texture
#define GL_ETC1_RGB8_OES0x8D64
#endif

namespace osg {

// forward declare
class NodeVisitor;

/** Image class for 

[osg-users] Vertex Attrib arrays

2012-09-07 Thread Peterakos
Hello.

I create a geom and i set the Vertex arrays and the Vertex Attrib arrays
for color, position and texcoords.
What i noticed is that even if i dont use shaders in my application, the
Vertex Attrib Arrays overwrite the Vertex Arrays.

Is that true ?
Nowhere in the application i set osg::Program to the stateset of the
geometry.

Thnx.
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[osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-07 Thread Oren Fromberg
I am trying to enable stereoscopic rendering in the osg display settings in 
order to use the stereoscopic display on the LG optimus. The LG Real3D API 
expects the framebuffer to be split horizontally so I am enabling stereo 
rendering like this:


Code:
osg::DisplaySettings::instance()-setStereo(true);
osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT);




but it doesn't seem to be working. 

What could be the reason for it not working? 

Are there any caveats to using the DisplaySettings to enable stereo at a low 
level? 

Should I go the way of using two slave cameras and render in two separate 
viewports in the framebuffer?

thanks!

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Re: [osg-users] Delaunay triangulation bug

2012-09-07 Thread Patrice Gonzalez
Hi,

ok thank you for the answer. However, is there a simple way to compile 
OpenSceneGraph with double values instead of float?

Cheers

Sergey Polischuk pol...@yandex.ru wrote:Hi You just rolling over limits of 
single precision float capabilities with this input. There are rounding on Y 
values up to 0.02 just if you convert those to float. Add there some arithmetic 
operations on such values and error will grow an order or two, you get the 
point. Cheers. 07.09.2012, 17:28, Patrice Gonzalez 
patrice.gonza...@cgxaero.com:Dear OpenSceneGraph users,

while using the Delaunay triangulation library, I found some cases where the 
triangles generated were intersecting other triangles, which is normally 
impossible in a Delaunay triangulation. The bug can be reproduced with the 
following set of points:
  x  
y-4542397-132298,38-4542394,5-132297,86-4542393-132297,75-4542391,5-132297,91-4542390-132298,31-4542389-132298,67-4542387,5-132299,27
By entering the code in debug, I think the problem might come from the 
circumcircle center computation algorithm. Moreover, the use of float may not 
be sufficient in this case since the x values are quite far from 0, 
consequently the distance computations executed to know if a point is inside 
the circumcircle or not may be wrong. Using doubles instead of floats is 
obviously not a correct solution but it may solve the bug.

What is your opinion on that bug? What is the best way to solve this issue?

Thank you for your attention.

Regards,

Patrice GONZALEZ,
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Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-07 Thread Sergey Polischuk
Hi

I know for sure it does work if you set it with env variables (like 
OSG_STEREO=ON OSG_STEREO_MODE=HORIZONTAL_SPLIT), didn't used to set it up in 
code.

Cheers.

07.09.2012, 18:56, Oren Fromberg orenfromb...@gmail.com:
 I am trying to enable stereoscopic rendering in the osg display settings in 
 order to use the stereoscopic display on the LG optimus. The LG Real3D API 
 expects the framebuffer to be split horizontally so I am enabling stereo 
 rendering like this:

 Code:
 osg::DisplaySettings::instance()-setStereo(true);
 osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT);

 but it doesn't seem to be working.

 What could be the reason for it not working?

 Are there any caveats to using the DisplaySettings to enable stereo at a low 
 level?

 Should I go the way of using two slave cameras and render in two separate 
 viewports in the framebuffer?

 thanks!

 --
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Re: [osg-users] Delaunay triangulation bug

2012-09-07 Thread Robert Osfield
Hi Patrice,

On 7 September 2012 16:01, Patrice Gonzalez patrice.gonza...@cgxaero.comwrote:

 ok thank you for the answer. However, is there a simple way to compile
 OpenSceneGraph with double values instead of float?


By default the OSG chooses double over float in places where it's
configurable such as for the default Matrix and Plane classes as these are
all critical for handling models with large model scales.  The
DelaunayTriangulator is configurable right now though.  One could add
support for it work in doubles internally but this won't solve all the
precision problems though, the right way to solve it is the use robust
predicate maths for the incircle and orientation test rather than rely on
fix precision maths.  To read up on this have a look at:

http://www.cs.cmu.edu/~quake/robust.html

Robert.
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Re: [osg-users] Looking For An osgPPU RTT Example

2012-09-07 Thread Jeremy Moles
On Fri, 2012-09-07 at 13:39 +0400, Sergey Polischuk wrote:
 Hi
 
 If you mean output to texture attached to fbo it works for me without any 
 problems. At the end of pipeline you just create osgPPU::UnitOut with output 
 texture set to your fbo attachment texture. Also IIRC you should add your 
 processor to main scene graph (viewer-getSceneData() ) or to viewer camera 
 even if you processing nested camera output.

I didn't see any methods of UnitOut that allowed this, but I did happen
to find a UnitTexture object (that is used the movie example, I somehow
missed) which I will experiment with.

Thanks for the nudge. :)

 Cheers.
 
 07.09.2012, 00:25, Jeremy Moles cubic...@gmail.com:
  Hey guys, I'm looking for some osgPPU example code demonstrating setting
  up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
  project currently--at least, as far as I can tell--appear to always use
  the Viewer's Camera directly, which won't work for my use.
 
  Futhermore, all of my own personal attempts to implement this result in
  some really crazy results; for example, creating a black, null Viewport
  inside my SceneGraph with no seeming purpose.
 
  I haven't seen much traffic from Art Tevs lately, so if there's an
  alternative to osgPPU, I'd be willing to try that out too.
 
  Thanks!
 
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Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developerrelease

2012-09-07 Thread Jason Daly

On 09/07/2012 05:28 AM, Robert Osfield wrote:

Hi All,

I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.

This dev release won't contain all the submissions that have
accumulated over the last couple of months, if you one that is pending
please be patient.  After taking things easy w.r.t open source dev
over the summer I'm now steadily going through submissions, it's quite
a backlog so it'll take me a few weeks to review them all.  During
this period I plan to keep making dev releases rather than wait till
all submissions have been processed.  If you feel a submission had
been missed out/overlooked please don't be shy in checking up on
progress on it, sometimes submissions I've actually responded to and
await a response that hasn't forth coming so it's worth checking up
just in case there is something else I need from the submission.

Thanks you help in test :-)

Robert.



To whom it may concern, I noticed that the CDash site 
(cdash.openscenegraph.org) seems to be broken.  Not sure how long it's 
been that way.


Anyway, current SVN builds fine on RHEL 6.2.

--J
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Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-07 Thread Oren Fromberg
well, I stepped through the code in DisplaySettings.cpp and setting those 
environment variables does the exact same thing as the function calls.

also, I am not sure how to set environment variables in android so I don't know 
how to test it.

I want to understand how the rendering changes at the low level when display 
settings have stereo enabled.

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Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-07 Thread Robert Osfield
Hi Oren,

The env vars just provide the default settings from DisplaySettings so
setting them programmatically will achieve the same end.

As to why it's not working on your phone I can't say as I know nothing
about the specifics of the phone or what you are seeing on screen or
what the phone is expecting when it's a 3D mode.  My expectation is
that you'd need a program call to tell the phone to do stereo as the
OSG itself won't know about this, it only knows that it needs to set
up stereo at the graphics window levels.

Robert.

On 7 September 2012 16:54, Oren Fromberg orenfromb...@gmail.com wrote:
 well, I stepped through the code in DisplaySettings.cpp and setting those 
 environment variables does the exact same thing as the function calls.

 also, I am not sure how to set environment variables in android so I don't 
 know how to test it.

 I want to understand how the rendering changes at the low level when display 
 settings have stereo enabled.

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Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-07 Thread Rafa Gaitan
Hi Oren,

I already developed something for LG Optimus 3D and the DisplaySetting
worked as expected. Maybe you need assign the DisplaySettings to the Viewer
if it's already realized.

Some days ago I released osgAndroid (https://gitorious.org/osgandroid) to
make life easier for android developers and OSG. I made use of the
DisplaySettings class in osgAndroid for my project in the LG Optimus 3D.
The usage will be something like:

// osgAndroid Java Code:
DisplaySettings ds = new DisplaySettings();
ds.setStereoMode(DisplaySettings.StereoMode.HORIZONTAL_SPLIT);
ds.setStereo(true);
ds.setEyeSeparation(0.056f);
viewer.setDisplaySettings(ds);

Anyway, if you code something similar in C++ it should work.

Rafa.

2012/9/7 Oren Fromberg orenfromb...@gmail.com

 well, I stepped through the code in DisplaySettings.cpp and setting those
 environment variables does the exact same thing as the function calls.

 also, I am not sure how to set environment variables in android so I don't
 know how to test it.

 I want to understand how the rendering changes at the low level when
 display settings have stereo enabled.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=49856#49856





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-- 
Rafael Gaitán Linares
CTO at Mirage Technologies S.L - http://www.mirage-tech.com
gvSIG3D Developer - http://gvsig3d.blogspot.com
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[osg-users] OpenSceneGraph 3.1.3 developer release tagged

2012-09-07 Thread Robert Osfield
Hi All,

I have just tagged the 3.1.3 developer release.

  source package :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.1.3.zip
  svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.1.3
OpenSceneGraph

Thanks to all those who've contributed to the release and testing of it.

Cheers,
Robert.

-- ChangeLog since 3.1.2 developer release:

2012-09-07 14:55  robert

* include/osg/Image: From Wojciech Lewandowski, With current trunk
  I had an error while compiling osg/Image.cpp for IOS simulator /
  GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16
  0x805B to Image header solves the problem. 

2012-09-07 09:31  robert

* src/osgViewer/Viewer.cpp: Added setting of the input range of the
  event state based on the master cameras viewport.

2012-09-07 08:33  robert

* src/osgGA/KeySwitchMatrixManipulator.cpp: Added check so not
  intialization is down when you select the current camera
  manipulator

2012-09-06 13:53  robert

* src/osgPlugins/vrml/ReaderWriterVRML2.cpp: From Piotr Domagalski,
  I've added reading of node names ('DEF' element) to the VRML
  reading plugin. The changes were based on trunk's version of the
  plugin.

2012-09-06 13:48  robert

* src/osgPlugins/stl/ReaderWriterSTL.cpp: From Piotr Domagalski,
  I've rewritten some bits of the STL plugin in order to support
  ASCII STL files with multiple named solids (reading and writing).
  The names are also used as OSG nodes names.

  - Also, a 'dontSaveNormals' was added. It allows to ignore
  normals when writing an STL file. For example, it is useful for
  me when writing an STL file for CFD simulations.

  - Some comments and code formatting were improved (to be
  consistent with the formatting already used in the plugin).

  - With 'separateFiles' option files are now named fooX.stl
  instead of foo.stlX

  The changes have been tested on various STL, both ASCII and
  binary found on the net. The change was based on the trunk
  branch.

  From Robert Osfield, changed assert in Piotr's code to a runtime
  check warning report.

2012-09-06 10:52  robert

* include/OpenThreads/Atomic: From Piotr Domagalski, Currently,
  code using OpenSceneGraph doesn't build with clang due to the way
  __sync_bool_compare_and_swap() is used in OpenThreads/Atomic
  header file.

  I tested it with clang 3.1 and it seems that clang is enforcing
  the use of the same type for all parameters in this builtin.
  Looking at the function declaration [1]

  bool __sync_bool_compare_and_swap (type *ptr, type oldval type
  newval, ...)

  it seems to be doing the right thing: here the same type is used
  for *ptr, oldval and newval.

  [1]
  
http://gcc.gnu.org/onlinedocs/gcc/_005f_005fsync-Builtins.html#g_t_005f_005fsync-Builtins
  

2012-09-06 10:32  robert

* examples/CMakeLists.txt: From Fredric Bouvier, fix to CMake build
  selection of FLTK

2012-09-05 21:03  robert

* examples/osgviewerFOX/FOX_OSG.cpp,
  examples/osgviewerWX/osgviewerWX.cpp,
  include/osg/GraphicsContext, include/osgViewer/GraphicsWindow,
  include/osgViewer/api/Carbon/GraphicsWindowCarbon,
  include/osgViewer/api/Carbon/PixelBufferCarbon,
  include/osgViewer/api/Cocoa/GraphicsWindowCocoa,
  include/osgViewer/api/Cocoa/PixelBufferCocoa,
  include/osgViewer/api/IOS/GraphicsWindowIOS,
  include/osgViewer/api/X11/GraphicsWindowX11,
  src/osgQt/GraphicsWindowQt.cpp,
  src/osgViewer/GraphicsWindowCarbon.cpp,
  src/osgViewer/GraphicsWindowCocoa.mm,
  src/osgViewer/GraphicsWindowWin32.cpp,
  src/osgViewer/GraphicsWindowX11.cpp,
  src/osgViewer/PixelBufferCarbon.cpp,
  src/osgViewer/PixelBufferCocoa.mm,
  src/osgViewer/PixelBufferWin32.cpp,
  src/osgViewer/PixelBufferX11.cpp: From Colin McDonald and Robert
  Osfield, converted Traits::sharedContext from GraphicsContext* to
  osg:observer_ptrGraphicsContext to prevent dangling pointer
  issues.

2012-09-05 13:51  robert

* src/osgUtil/RenderBin.cpp: Fixed inappropriate comment

2012-09-05 13:48  robert

* include/osg/Object, src/osgUtil/RenderBin.cpp,
  src/osgViewer/Scene.cpp: Moved the OSG_INIT_SINGLETON_PROXY macro
  into include/osg/Object to make it more generally useful and
  added it's usage into the RenderBinPrototypeList initialization.

2012-09-05 10:27  robert

* CMakeLists.txt: From Thomas Hogarth, I submitted a change for
  

Re: [osg-users] [osgPlugins] OpenFlight crash reading files with lightPoints - fix patch

2012-09-07 Thread Ulises Rainoldi
Hi Robert and Ulrich,
The problem happens with these particular database files I'm using, is that 
probably have wrong or incomplete data regarding the lightpoints.
Since a software i'm using is able to load them and display the 3d models with 
their lightpoints flashing,  but my osg-soft was crashing, I figured out that 
solution.
The crash happens when the plugin has Points to draw, and their maxPixelSize is 
zero.  The algorithm that draw points assumes maxPixelSize is greater than 
zero, so I decided to add the check when loading the structure, avoiding 
setting it to zero... letting the default value.
This is not the best solution indeed: the lightpoints drawn with the default 
value are displayed bigger than in the original 3dviewer software... so a 
maxPixelSize of zero in the database should be interpreted as the minimum 
size that can be seen??  
It may be good idea also to check the setter ... I will take a look

Thank you for your comments!

Cheers,
Ulises

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49861#49861





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Re: [osg-users] Osg + Maya status?

2012-09-07 Thread Jean-Sébastien Guay

Hello Per,

I would recommend exporting to .osg instead of .ive when you come to 
export with maya2osg, since the .osg format is text it is generally 
compatible across many OSG versions unlike .ive which is binary.


Try to generate solutions for maya2osg using cmake, I think that will 
work better, perhaps the checked-in solutions are not maintained 
anymore. I always used solutions I generated myself using cmake.


Hope this helps,

J-S


On 07/09/2012 4:39 AM, Per Nordqvist wrote:

Haha, whatever you say :-)

My pipeline is more complicated, since I have existing .3ds + .ive
files I need to update in Maya,
then export back to my application.
For the import to maya I'm looking at the FBX format, for the export
I'll probably need the
osgmaya plugin to get full control.

My application (based on OSG 3.01) is not integrated with maya, so I'm
free to use whatever
OSG version for the plugin as long as the final exported .ive files work.
I have tested compiling against 2.8.3 and 3.01 without success so far,
but only with the existing solution file.
I can't find 2.9.x on the osg website. Might be I have to use svn to
get hold of it.

I'll try some more with cmake and maybe talk to Javier about it. I'll
post here if there is some progress.

Thanks again J-S, impressive that you find the time to help us all.

/Per


On 7 September 2012 01:21, Jean-Sébastien Guay jean_...@videotron.ca wrote:

Hello Per,

There is no such thing as noise for the OSG list, especially not when it's
so directly related to a project in the OSG ecosystem. It's totally relevant
and will be useful to someone else I'm sure. So I'm putting this back on the
list :-)

I didn't go from any pre-existing solution file, I just generated my own
with maya2osg's cmake build system (similar to OSG's own).

IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to 3.0.
It's been a while though (at my previous employer which I left over 9 months
ago) so depending on whether your OSG version is more or less recent it may
or may not compile. In that case, you can probably collaborate with Javier
Taibo and / or PP (Peter Particle I think it stood for) who were active
developers of the project back then and probably still monitor this list.
You can also subscribe to its own mailing list at

https://lists.sourceforge.net/lists/listinfo/maya2osg-users

though I think they are on both so they should see these messages too.

Another thing I remember, I would compile maya2osg with an SVN trunk version
of OSG, but the models exported from maya in .osg format would read fine in
an OSG 2.8.3 viewer. So that's what we did, since our own software needed to
use a stable / released / numbered version of OSG, not OSG from SVN). Our
pipeline looked like this:

1. Create models in maya
2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg
format
3. Optimize the .osg model and save it as .ive using a custom tool based on
osgconv (built using OSG 2.8.3, so the binary .ive format was compatible
with our software)
4. Use the .ive or the unoptimized .osg in our software (built using OSG
2.8.3)

So as I see it you have 2 options depending on the version of OSG you were
using to build maya2osg:

1. If it was a recent version (3.1 and up, or current SVN trunk) I'm sure
the maya2osg folks will want to update the plugin to build against that
version, so you can try to make it work and submit the changes to them or
talk to them to see if they're willing to do it.
2. If it was an older version, for example the version you need to build
your own software with, you could adopt a pipeline like the one I outlined
above.

As an alternative to option 2, you could also modify maya2osg to compile
against that version of OSG (using #ifdefs with the OSG version to make sure
you don't break its compilation against newer versions). But I think that
might make the code very messy, so the maya2osg folks might not accept to
merge those changes back in, which I think is understandable, and then you'd
be left with having to maintain your own private fork of the plugin...

Hope this helps,

J-S



On 06/09/2012 10:49 AM, Per Nordqvist wrote:

Hi J-S, thanks for responding. I assume you started from the Maya 2011
solution,
with Visual Studio 2008?
Im trying to compile now but I'm probably using the wrong version of OSG,
getting lots of API related errors during compile time.
Do you remember which version of OSG you used that matches Maya 2011?

(I'm posting off the list to reduce the noise. If I succeed I'll post
the conclusions there)

/Per

On 6 September 2012 12:45, Jean-Sébastien Guay jean_...@videotron.ca
wrote:

Hello Per,

I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself
though.

J-S



On 06/09/2012 3:22 AM, Per Nordqvist wrote:

Hi all,

I'm trying to find a working pipeline between osg 3.01  Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.

Now I am looking at the native 

[osg-users] Osg Sliders

2012-09-07 Thread Peterakos
Hello.

Are there sliders in osgWidget ?
Didnt find any example that uses sliders.
Do i have to create my own ?

thnx.
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Re: [osg-users] How to get Sequence node to contorl animaton

2012-09-07 Thread Ulrich Hertlein
Hi Koduri,

On 6/09/12 23:58, Koduri Lakshmi wrote:
 Hi,
 
 I have an OSG file contains a sequence of objects. I read this OSG file and 
 assigned to a transformation matrix. 
 
 Now I want to get back the sequence to the OSG::Sequence object from the 
 transformation matrix to control animation.
 
 How can I get sequence and control the animaton?
 
 Can you please help me what to do?

I'm not quite sure what you're trying to do, but I can explain a bit what 
osg::Sequence
does.  osg::Sequence acts like a switch node, that automatically (based on 
simulation
time) enables its children in sequence.

So what you have to do is to create a Sequence node and add the children that 
you want to
switch between to it.

Maybe if you could post a code snippet it would help people (me included) to 
figure out
what you're trying to do.

Cheers,
/ulrich
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