[osg-users] OT: Windows GDI/GDI++ Alternative

2014-03-04 Thread Gordon Tomlinson
Hi Folks

 

This question is a little of topic but  thought this group might be a good
group to ask, I have a windows application ( that has an OSG component) that
it looks like I have to port to Linux (Redhat), this application makes a lot
of use of the  Windows GDI/GDI++ library (Windows graphics device interface)
and my current Linux knowledge is 9 years stale 

 

Can anyone recommend a good Linux alternative to the Windows GDI/GDI++ that
offers comparable functionality 

 

 

Thanks

 

 

Gordon

 

 


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Self defence is not a function of learning tricks but is a function of how
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Re: [osg-users] dumping command line args/inputs

2013-02-20 Thread Gordon Tomlinson
Can't you do the old fashion way and us ARGV/ARGC 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Conan Doyle
Sent: Wednesday, February 20, 2013 1:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dumping command line args/inputs

Don't think so... it appears that write dumps the equivalent of --help...
what I want to do is dump what the user actually passed in at run time...

S


robertosfield wrote:
 Hi Conan,
 
 On 18 February 2013 20:22, Conan Doyle  wrote:
 
  is there a quick/simple way to dump all the command line options added
via  osg::ArgumentParser::getApplicationUsage()-addCommandLineOption,
addEnvironmentalVariable etc.?  I simply want to dump all my input args to a
file as I run my app.
  
 
 Have another look at the include/osg/ApplicaticationUsage header, you 
 should spot:
 
 void write(std::ostream output,const UsageMap um,unsigned int 
 widthOfOutput=80,bool showDefaults=false,const UsageMap 
 ud=UsageMap());
 
 void write(std::ostream output,unsigned int type=COMMAND_LINE_OPTION, 
 unsigned int widthOfOutput=80,bool showDefaults=false);
 
 
 Might this be what you are looking for?
 
 Robert.
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Re: [osg-users] BAK extension

2013-01-25 Thread Gordon Tomlinson
In my experience a .bak file is typically an indication that the file is a
back-up copy of a file. Many programs that run active log files typically
copy the current log file to .bak etc
As to a data, model, texture format  that use a .bak extention I have never
come across one 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 24, 2013 10:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] BAK extension

On 22 January 2013 09:49, chandrasekar gopal chandraseka...@ymail.com
wrote:
 '.BAK' extension refers usually to what kind of file?

.BAK extension has nothing to do with any of the formats that the OSG loads.

Are you not able to use a search engine for your answer?  Or any experience
with an editors or tools that make a backup when modifying a file???

This type of question is really not something one would expect the OSG
community to answer or to need to answer as it has nothing to do with the
OSG, OpenGL or graphics.

Robert.
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Re: [osg-users] projection matrix calculating problem

2012-12-22 Thread Gordon Tomlinson
I would recommend the OpenSceneGraph Reference Manual at lulu.com or one of
the other OSG books out there they will give you most of the basic
information and understanding you need to fully use OSG

 


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Self defence is not a function of learning tricks but is a function of how
quickly and  intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of caijun
Sent: Saturday, December 22, 2012 2:24 PM
To: osg-users
Subject: [osg-users] projection matrix calculating problem

 

Hello,everyone,

  I am using osg to build a 3D software.I don't know how to change the
znear,zfar and projection matrix values when I change the camera position.
When I read the osg's cullstack class,the refmatrix of projection differs
every time.how does it calculates?Can anyone tell me?

   Thanks very much!

 

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Re: [osg-users] projection matrix problem

2012-12-22 Thread Gordon Tomlinson
 

I would recommend the OpenSceneGraph Reference Manual at lulu.com or one of
the other OSG books out there they will give you most of the basic
information and understanding you need to fully use OSG

 

A quick search of the OSG archives or google will also give you the answer
( see setComputeNearFarMode )

 

 

 


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US Cell: 571-265-2612
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 http://www.photographybygordon.com/ www.photographybyGordon.com
 http://www.vis-sim.com/ www.vis-sim.com 
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www.linkedin.com/in/gordontomlinson

Self defence is not a function of learning tricks but is a function of how
quickly and  intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of caijun
Sent: Saturday, December 22, 2012 2:21 PM
To: osg-users-request
Cc: osg-users
Subject: [osg-users] projection matrix problem

 

Hello,everyone,

  I am using osg to build a 3D software.I don't know how to change the
znear,zfar and projection matrix values when I change the camera position.
When I read the osg's cullstack class,the refmatrix of projection differs
every time.how does it calculates?Can anyone tell me?

   Thanks very much!

 

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Re: [osg-users] osgText::Text - line break possible?

2012-12-13 Thread Gordon Tomlinson
Robert means add a new line character  ( it needs an escape character as
well ) no just an 'n'

i.e. '\n'




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Self defence is not a function of learning tricks but is a function of how
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ralf Zenker
Sent: Thursday, December 13, 2012 3:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgText::Text - line break possible?


robertosfield wrote:
 Try 'n'
 

Hi Robert. Thanks for your fast reply.
I have tested 'n' but unfortunately it neither works. It just shows 'n' as
part of the text. :( My test string was Hello world!'n'2nd line.
Any other idea?

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Re: [osg-users] Rotate point in 3d space?

2011-12-17 Thread Gordon Tomlinson
I suggest you look at these

http://www.osgbooks.com/books/osg_qs.html

https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book



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Self defence is not a function of learning tricks  but is a function of how

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Griffiths
Sent: Saturday, December 17, 2011 12:23 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Rotate point in 3d space?

Hi,

Lets say i have a point:

float x = 20;
float y = 5;
float z = 3;


how do I rotate the point using point 0,0,0 as the pivot?

Say I wish to rotate it by 45deg?

It's for some math to set a clip plane's 3 points.


... 

Thank you!

Cheers,
Paul

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Re: [osg-users] BUG report: Collada orthographic support

2011-10-08 Thread Gordon Tomlinson
To me Its not a bug , its an unsupported feature :) so you cannot really 
reports it a as bug

There are many features of what Collada can support that are not supported in 
OSG or other apps. ( this is also the same of other model formats)
Not every feature of of every formats is needed in OSG in general or really 
makes sense

I for one would Not want to use camera data in my application when loading a 
DAE model (or any format),  my application controls the camera not a model, I 
just want to load the models, what if I load 30 Dae models and they all have 
different cameras , which one should I use :(m but that’s me and my apps

Too me your request is more an Application specific thing and you could extend 
your application to create that Ortho camera for you, it would be a good way to 
learn more about OSG




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rodrigo 
Benenson
Sent: Saturday, October 08, 2011 9:26 AM
To: OpenSceneGraph Users
Subject: [osg-users] BUG report: Collada orthographic support

Thanks Jean-Sébastien for the quick answer.
If the mailing list is the bug report channel, then here I go:

I am currently working on an application that uses openscenegraph to
render collada animations.
When running my code on the collada files of my interest I get the
following warning:

Orthographic in camera 'Camera-camera' not supported

not support orthographic projection will clearly mess up the rendering output.
Looking into the code I found
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgPlugins/dae/daeRSceneObjects.cpp?rev=12791#L617

616 // TODO The current osg::CameraView does not support an
orthographic view
617 OSG_WARN  Orthographic in camera ' 
dcamera-getId()  ' not supported  std::endl;

Looking at the code it seems that the information from the collada
file is properly extracted, but the actual CameraView setup is not
supported.
However looking at the examples there is for instance
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osghud/osghud.cpp#L47

which shows that orthographic projection is supported in the current
version of OpenSceneGraph.

In my eyes then, implementing the support of orthographic projection
when loading collada file seems like a missing feature that should be
documented in a bug report.

I am not familiar enough with OpenSceneGraph to just come a patch
but the issues seems simple enough to fix. Is anyone familiar with
this part of the code ?

Regards,
rodrigob.


On Sat, Oct 8, 2011 at 2:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Rodrigo,

 I just spent 20 minutes looking around in
 http://www.openscenegraph.org I could not find how users are supposed
 to report bugs (I did find how to send patches, but not how to report
 bugs).

 Could someone point me out how to do this ?

 Actually you just found it :-)

 The OSG project uses the mailing list for pretty much everything. That's
 just the way it has always been. There are plans to change this process in
 the future, which leads to the next point:

 ps: I am surprised that emails are used for patches, instead of the
 facilities of https://github.com/openscenegraph/osg

 The official OSG repo is hosted on openscenegraph.org and uses SVN. It is
 not using git yet, though there are plans in the coming year to move to git.
 The github repo is a mirror of the openscenegraph SVN repo maintained by
 members of this mailing list. So patches you would submit on github would
 just be lost.

 Hope this helps,

 J-S
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Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Gordon Tomlinson
 On 09/15/2011 04:33 PM, Paul Martz wrote:
 You're free to put whatever transform you want in either matrix as long
 as
 transform by the two produces clip coords, but for correct FFP lighting
 computations, your modelview matrix *must* produce eye coordinates.
 OpenGL FFP
 lighting is computed in eye space. So, if you did something crazy like
 have an
 identity modelview, but a full object-to-clip transform in the
 projection, then
 vertices would be transformed correctly, but your lighting would be way
 wrong.

 You're right, Paul, I neglected the FFP lighting issue.  There is a
 fundamental difference between the projection and modelview transforms
 for this purpose, and since lights are in eye space, there is an
 inherent coordinate system as well, so I stand corrected on those points.

 Still, in OpenGL 3.1+, that's all out the window  :-)

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but which window did it go out of :)

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Re: [osg-users] 3.0 runtime loading models problem

2011-07-10 Thread Gordon Tomlinson

What  type of models are you loading?

Also try turning the  the notify level to debug to get more information

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Self defence is not a function of learning tricks  but is a function of how

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-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam
boughanmi
Sent: Sunday, July 10, 2011 1:55 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] 3.0 runtime loading models problem

Hi,

i just compiled OSG 3.0 and l have some trouble to view various 3d models
with osgviewer in the console it complain about material apply state not
supported or sopmething like

i tried several cmake builds : static / dynamic, gl1/gl2 / gl3 extension ...
etc


what this error mean and more important how to fix it

thanks and good day

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Re: [osg-users] Collada

2011-04-24 Thread Gordon Tomlinson
As per my previous reply

See
www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada






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Re: [osg-users] (no subject)

2011-03-27 Thread Gordon Tomlinson
Manage/stop your subscription at the same place you signed up at

 

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 

 

 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vivek Kumar
Dwivedi
Sent: Sunday, March 27, 2011 10:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] (no subject)

 

DON'T SEND MESSAGE PLEASE.

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Re: [osg-users] flt file not working

2011-03-25 Thread Gordon Tomlinson
Hi Jason


I would expect Creator to handle things better than OSG as Creator has a
quite a robust and forgiving FLT file reader ( as it should : ) ) , and it
can handle malformed files quite well, it will skip records it does not know
etc. and try to create  usable structure, you might see issues in things
like the material and color pallets etc. 

If you save the file out from Creator then it will be upgraded to the
version of open flight and written out with the correct records etc. You
lose details that were to malformed for Creator to handle  etc..

Also you might look in the Creator log it may have spit out some warnings or
notices about the original file


Also what version of Open Flight was the original file written by Terra
Vista ,as this may affect the ability of the OSG to read the file, 

Creator will read files in back as far as V12 and maybe even earlier
depending on the file, but some things are no longer supported by Creator so
you can get some oddities on versions earlier the V14


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Self defence is not a function of learning tricks  but is a function of how

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-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Friday, March 25, 2011 5:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt file not working

On 03/25/2011 07:42 AM, Peter Wraae Marino wrote:
 Hej Andreas,

 the test.flt comes from TerraVista export :(


Weird.  Creator 4.1 loads it fine.  I opened it and saved it back out as
test2.flt (attached).  osgviewer at least shows something with this one (not
sure it's correct).

--J



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Re: [osg-users] flt file not working

2011-03-25 Thread Gordon Tomlinson
Hi Jason

I looked at the file in an older version (3.0)

It had no Material palette and the Color palette look pretty hosed as well
so  I suspect that is malformed as well, 


I think the file is just not really Open Flight compliant and thus why the
OSG reader is struggling


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Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: Jason Daly [mailto:jd...@ist.ucf.edu] 
Sent: Friday, March 25, 2011 7:07 PM
To: gor...@gordon-tomlinson.com; OpenSceneGraph Users
Subject: Re: [osg-users] flt file not working

On 03/25/2011 03:00 PM, Gordon Tomlinson wrote:
 I would expect Creator to handle things better than OSG as Creator has 
 a quite a robust and forgiving FLT file reader ( as it should : ) ) , 
 and it can handle malformed files quite well, it will skip records it 
 does not know etc. and try to create  usable structure, you might see 
 issues in things like the material and color pallets etc.

Yeah, I know.  I've found the OSG loader to be at least somewhat forgiving,
too.  I guess I'd just expect it to get something on the screen, even if
it's not completely correct.


 If you save the file out from Creator then it will be upgraded to the 
 version of open flight and written out with the correct records etc. 
 You lose details that were to malformed for Creator to handle  etc..

 Also you might look in the Creator log it may have spit out some 
 warnings or notices about the original file

I did check the error log.  Didn't see anything relevant.


 Also what version of Open Flight was the original file written by 
 Terra Vista ,as this may affect the ability of the OSG to read the 
 file,

 Creator will read files in back as far as V12 and maybe even earlier 
 depending on the file, but some things are no longer supported by 
 Creator so you can get some oddities on versions earlier the V14

Peter's file was 15.8.  The one I sent will be 16.4.

--J



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Re: [osg-users] Light intensity and color

2011-03-21 Thread Gordon Tomlinson
Hi

I would recommend you have a good read of the OpenGl docs on how it handles
lighting as OSG is a straight pass through to OpenGL

For instance http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml
http://glprogramming.com/red/chapter05.html

As to color you can have any color you in like by using any mixture Red,
Green Blue  0,0,0 is black  1.0, 1.0.10 is white, 0.5,0.5,0.5 is a gray
1.0,0.0,0.0 is red  etc

Note many things affect the final color you see, the lighting model, shading
model, colors of the vertices, textures applied to polygons, materials
applied etc




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Self defence is not a function of learning tricks  but is a function of how

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-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele
argiolas
Sent: Monday, March 21, 2011 12:03 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Light intensity and color

Hi,
when I put a light in my scene I notice that I can set position, direction,
attenuation and diffuse, specular and ambient components.
The first problem is, how can I set intensity of light? My light with this
basic setting is to much strong.

The second problem concerns color light. Why I can't set intermediate colors
but only primary colors?

thank you very much
daniele

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Re: [osg-users] flickerring and aliasing effects

2010-12-30 Thread Gordon Tomlinson
This sounds like it is simply a Z-buffer issue and is well known

Basically OpenGL simply does not know which pixel from your terrain or
airport to draw and this changes every time you move or change your
orientation.


See http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html for why
OpenGL if having issue, use the calculator on the page to see depth
separation 

The are many ways to help alleviate  this type of OpenGL artifact ,
searching the net should provide you with several ways to make this less of
an issue




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Gordon Tomlinson 

www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam
boughanmi
Sent: Thursday, December 30, 2010 8:20 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] flickerring and aliasing effects

Hi Sergey

and thanks for these informations

as i said before i don't have any object close to the camera

just a big runway above a pagedlod terrain with only few units

but i will test all your recommendations and keep you informed


Issam

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Re: [osg-users] QuadBuffer Stereo

2010-12-30 Thread Gordon Tomlinson
You might want to include some basic  information in order for people to be
able to help you, such as

Graphics Card
Driver
OS
Running Windowed or Full Screen
Screen Resolution
Monitor type
Etc.

Without basic information people have to play 20 questions 

Such as :
does your graphics card support Quad stereo buffering  ?
if it does  support it does it support for your OS ? 
does it support for your windowed mode ?
does it support it for window size your trying to use ?
does QUAD stereo work in in other application ?
have you enabled Stereo on the Card settings
does your Monitor support stereo 
does your monitor support the stereo mode your trying to use
etc



__
Gordon Tomlinson 

www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christina
Werner
Sent: Thursday, December 30, 2010 9:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] QuadBuffer Stereo

Hi,

I want my application to run in quadbuffered stereo mode.
But it doesn't work for me.

I added the following lines to my code:

Code:

osg::DisplaySettings* ds = osg::DisplaySettings::instance();

ds-setStereo(true);
ds-setStereoMode(osg::DisplaySettings::QUAD_BUFFER);





But there is no effect. Anaglyphs work perfectly.
Is there any other option that must be enabled to view this? Or what is
wrong that this doesn't work for me?

Can anybody help me please?

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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Gordon Tomlinson
Did you step into the code and see why is failing ?

I don't have access to OSG right now to look at the source myself but your
probably limited to the max size support by Openly and your graphics card
and driver.

Which is likely to be 4096x4096 and on many newer cards that’s 8192x8192 

Or if a limit is not set its then likely you simply cannot get a contiguous
piece of memory at the size you're asking for from your OS, you're asking
for around 5gb

Either way you're going to struggle get  a contiguous piece of memory at the
size


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Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff
Rhodes
Sent: Tuesday, December 21, 2010 7:31 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] File Size Limit on OSG::Image?

Hi,

I am currently working on creating a poster image from several images and
the file size is pretty large. Currently the one I am trying to create is
65250 wide x 22500 pixels  in height (Image needs to be large)

Currently I am doing the following:


Code:
posterImage = new osg::Image;   
posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA,
GL_UNSIGNED_BYTE );



Right now it is giving me an exception when trying to allocate that image.
Is there a size limit on it, or am I doing something wrong?



... 

Thank you!

Cheers,
Geoff

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Re: [osg-users] Need help about Night Vision Effect

2010-11-28 Thread Gordon Tomlinson
Look at
http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-
filter-glsl/  for inspiration it shoes a possible solution that could be
adapted 

We did our NVG with post processing and Shaders in our 3d OSG based Pro
module http://www.overwatch.com/pdfs/remoteview/RV%203DPro1.pdf

Note this is faux ... as there is no radiometric/emissive etc  properties of
the pixels/surface materials  taken into account ( as there are none for us
as this time, at some point we will upgrade when we get this type of data )



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Abdur
Rahman
Sent: Saturday, November 27, 2010 1:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Need help about Night Vision Effect

Hi,
I'm working in Delta3D and need to implement night vision effect for my T59
tank simulator.I've a little bit of knowledge over it and I think it can be
possible by implementing some post filters or shader effects on camera.But I
cant find any particular way to implement the effect. If anybody give me
some solution or suggestion to implement night vision effect using OSG it
will be a great help for me..  
... 

Thanks in advance..

Cheers,
Abdur Rahman

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Re: [osg-users] OSG greensceen

2010-10-19 Thread Gordon Tomlinson
I would guess Green/Blue screen as in back ground replacement in
film/photography etc, wanting to render 3d objects to be include composited
into something

 



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www.gordontomlinson.com http://www.gordontomlinson.com/ 

www.PhotographyByGordon.com


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu
Sent: Tuesday, October 19, 2010 10:24 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG greensceen

 

Hi Aruna

Can you explain what is green screen ?

David

2010/10/19 Aruna Madusanka osgfo...@tevs.eu

Hi,

Can we make a green screen with openscenegraph

Thank you!

Cheers,
Aruna

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Re: [osg-users] newbie help

2010-10-19 Thread Gordon Tomlinson

As we cannot see your code were guessing  in the blind

An obvious question springs to is are you actually adding the nodes to the
your scenegraph after you load your model?

Another question are your models very small ? ( as small feature culling in
on by default )

Also turn your OSG notify level up to DEBUG for more detailed log output




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gerry Danza
Sent: Tuesday, October 19, 2010 10:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] newbie help

Hi,

thanks for your help but this is not the case 
I am able to manupilate the view and see the space where the new objects
should be 

I have even loaded a new osg model while running the app and even this model
does not show up , the same model is visible if loaded  at application
startup


Thank you!

Cheers,
Gerry

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Re: [osg-users] Some texture questions

2010-10-13 Thread Gordon Tomlinson
Hi Frank

I would do a search of the OSG mail archives, your questions have been
answered several times and within the last few days

The blip you see is that your textures are downloaded to OpenGL the first
time they are drawn in the visible frustum . Again there is a solution in
the mail archives


Simply do a google 'OSG share textures' or google 'OSG scale textures'
etc...




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frank
Sullivan
Sent: Wednesday, October 13, 2010 12:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Some texture questions

Hi,

I just have some basic questions about textures, and I was hoping someone
might have an answer to them:

1) Right now, I have several objects that refer to the same texture file. Is
there any way to make sure that these objects, when loaded, share the same
texture object in memory, rather than loading the same texture multiple
times?

2) It seems as though the system might use a sort of lazy loading scheme for
the textures. I'm not 100% sure about this, but when I first load my scene
and move the camera around, I notice that there is a frame rate hitch
whenever an object is being displayed for the first time. Once I've viewed
all the objects at least once, then there are no more hitches. I could be
wrong, but I also noticed that some of these objects have non-power-of-two
textures, and these hitches correspond with a console message that says
Scaling image x from (800,800) to (1024,1024). So, that's why I suspect
that maybe the textures are being loaded when they first appear, rather than
when the model is loaded. If so, can this be turned off?

Thank you!

Cheers,
Frank

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Re: [osg-users] Threading issues with osgText

2010-10-13 Thread Gordon Tomlinson
I think it should be ::setDataVariance(osg::Object::DYNAMIC)  not static



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, October 13, 2010 10:15 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Threading issues with osgText

Hi Björn,

If you set the Text::setDataVariance(osg::Object::STATIC) it should
avoid these issues, if it doesn't then it's a bug that we need to
investigate.  Could you create an example, such as modifying an
existing example like osgtext, so that it reproduces your usage model
and the crash.

Cheers,
Robert.

2010/10/12 Björn Blissing bjorn.bliss...@vti.se:
 Hi,

 We are getting crashes when adding text to the scenegraph. I have spent
hours of debugging trying to find the source of the problem without success.
All suggestions will be appreciated.

 Details:
 
 We use OpenSceneGraph 2.8.3 and base the software on the composite viewer.
Our main loop looks like this:


 Code:
 while (!m_viewer-done())
 {
 updateSceneGraphContent();
 m_viewer-frame();
 }



 All changes to the scenegraph is done inside the updateSceneGraphContent
method.

 The text nodes have their datavariance set to Dynamic.

 When running the software on my developer machine everything works fine.
It is a Core2 machine with no hyperthreading and a NVIDIA GTX 8800 card. But
when we move the software to the production environment we get crashes when
adding text to the scenegraph. The production enviroment is running QuadCore
machines with hyperthreading. All computers run WinXP 32-bit and have NVIDIA
GTX470 cards.

 When running with DrawThreadPerContext it crashes, but if we set the
viewer to run in SingleThreaded mode everything works fine.


 Best regards
 Björn Blissing

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Re: [osg-users] Using OSG in C program - possible?

2010-10-12 Thread Gordon Tomlinson
You should be able do it, old Vega and Performer are 2 examples that were
written in C++ but exposed to the users as 'C' based functions

But this is no small task and there is likely to be quite a few quirks and
your likely to have to change how some things are defined.

Good luck in your endeavors




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger
Carsten Krumm
Sent: Tuesday, October 12, 2010 1:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Using OSG in C program - possible?

Hi,

first of all my regards to this community here. OSG is a great API for using
3D graphics on a high level and seeing the supportive nature of the guys
here, it is overwhelming!

I got a question, being a not-so-deeply-involved programmer.

Can someone give me some information about using OSG in a ANSI C program? Is
it easily possible to wrap OSG in extern function calls to make it happen?
Or do I have to expect major culprits?

Don't ask why I do not migrate the whole source: it is a pretty big bunch of
C code and porting it is not an option at the moment...

Any pointer or opinion is appreciated!


All the best,

Holger

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Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Gordon Tomlinson
HI

I means that the Openflight(tm) reader has found a node/data type in the
flight file it does not know about and is simple going to skip that data as
it does not know what to do with it

This typically comes from using a flight file whos format maybe newer than
what the reader supports or from older files that have deprecated data (like
SmartScene surfaces, you see this a lot in Multigen gallery files)

How to fix this, remove the data in Creator or extend the the OpengFlight
reader to handle the unknown data/record/node

To see what the Opcode is for look at the OpenFlight(tm) specs you can get
from MultiGen



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron
Sent: Tuesday, October 05, 2010 5:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem Loading .FLT

Hi,

I've got an .FLT file that I need to load into OSG.  I am loading it with
the following code:


Code:

osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt);




However when I compile and run the program I get the following error:

Unknown record, opcode=91 size=88

I have no idea what this means and I'm hoping someone here can explain it
and perhaps help me correct it.  I have seen this .FLT run with other
programs so it should not be corrupt or anything.

Thank you!

Cheers,
Matt

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Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Gordon Tomlinson
FYI  if I remember right the opcode 91 is a sound node

Other programs will be ignoring this node as well they are just not telling
you 



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron
Sent: Tuesday, October 05, 2010 5:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem Loading .FLT

Hi,

I've got an .FLT file that I need to load into OSG.  I am loading it with
the following code:


Code:

osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt);




However when I compile and run the program I get the following error:

Unknown record, opcode=91 size=88

I have no idea what this means and I'm hoping someone here can explain it
and perhaps help me correct it.  I have seen this .FLT run with other
programs so it should not be corrupt or anything.

Thank you!

Cheers,
Matt

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Re: [osg-users] Collision between two 3DS objects in OSG.

2010-09-24 Thread Gordon Tomlinson
HI 

I would recommend reading the OSG Starter guide written by Paul Martz the
PDF is free,  http://osgbooks.com/books/osg_qs.html

You don't seem to fully understand how the scenegraph is created in OSG and
what is created etc, the 3DS loader does create Geodes and you will have
them if you load a file.


I would also recommend looking at the examples there are many and they show
how geodes and nodes are used. Also search the OSG mail archive for
information on Geodes and drawable and how to access them,


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of BARRAL
Adrien
Sent: Friday, September 24, 2010 11:27 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Collision between two 3DS objects in OSG.

Hello,

In an OSG scene, I have to objects imported from a 3DS file. I can grossly
approximate these objects with bounding boxes (but not with bounding
spheres).
I load my objects in this way :


Code:

Registry::instance()-getDataFilePathList().push_back(resources/data);
ref_ptr ReaderWriter::Options  options = new ReaderWriter::Options;
options-setObjectCacheHint( ReaderWriter::Options::CACHE_NONE);
m_ksterNode = osgDB::readNodeFile(FILE_NAME, options);




So my object is an osg::Node. I had seen that OSG::Node have a method
computeBound wich return a bounding Sphere (but I want a bounding box).

I had seen that both osg::Geode, osg::Drawable and osg::Shape can return a
bounding box thanks to the method getBoundingBox.

I read a method to wich explain how to convert an OSG::Drawable object into
an bullet TriangleMesh object to perform fine collision detection with
bullet. But, my imported object isn't a OSG::Drawable, that is an OSG::Node.

So here are my questions :
1 - How to convert an OSG::Node into an osg::Drawable or osg::Geode ?
2 - If question 1 is absurd, my second question is : How to load a 3DS
object as a osg::Drawable or osg::Geode (and not as an osg::Node).

I had read a nice tutorial
(http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/collisions
/collisions.html) on the collision detection, but this tutorial doesn't
answer to my questions.


So , thanks very much for your answers, 


Regads, A. BARRAL

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Re: [osg-users] [osgPlugins] How to use PlugIns

2010-09-23 Thread Gordon Tomlinson
You have to build and its dependencies

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomas Longo
Sent: Thursday, September 23, 2010 4:03 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] How to use PlugIns

Hi @ all,

i have a question about the use of a plugin after it was build.
Do I have to rebuild OSG in some manner or how do I notify
OSG that there´s a plugin?

In my case I need the collada PlugIn.

Thanks in advance.

Cheers,
Tomas

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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-15 Thread Gordon Tomlinson
Currently IVE files are not typically binary compatible between OSG versions

Use OSG (ASCII) files instead these typically will work between OISG
Versions


__
Gordon Tomlinson 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus
Kessler
Sent: Wednesday, September 15, 2010 9:21 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] error loading an ive file with OSG
2.8.3

On Wednesday 15 September 2010 14:04:46 Gianni Ambrosio wrote:
 Hi,
 is there any known issue related to the ive plug-in in OSG 2.8.3? I tried
 to load the same ive with OSG 2.8.2 and it works fine. I can load
 correctly obj files with 2.8.3 but the ive does not work. Any idea?
 

Short answer: no I haven't got any idea.

Slightly longer answer: Please provide some more details of what actually
goes 
wrong in your case. Are there any error messages you can give us? Some 
information about the ive file, perhaps? How does it go wrong? Does it
crash, 
or mis-render?

Please be more specific!

Regards,

Magnus


 Regards
 Gianni
 
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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-06 Thread Gordon Tomlinson
Search the OSG mail list archives this type of question has been answered
several times before


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gor...@gordontomlinson.com
www.photographybyGordon.com
www.vis-sim.com 
www.gordontomlinson.com 
IM: gordon3db...@3dscenegraph.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Monday, September 06, 2010 1:12 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting the List of Triangles from an osg model

Hi Tom,

Do you know if any of the examples with the source code use this ? I
understand the principle but will be helpful if there is some sort of
implemetation.

Thanks.

Sanat

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Re: [osg-users] Texture problem on 64-bit PC

2010-07-08 Thread Gordon Tomlinson
I would have to disagree and say that it is likely to be a hardware\driver
issue

I have been running OSG on 64 with Nvidia for 3 years and had no issues

There have bee quite a few posts recently about continued issues with ATI
catalyst drivers and their broken Opengl Support, the suggestions from the
post is to use catalyst  10.4 drivers



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www.gordontomlinson.com
www.PhotographyByGordon.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Werner
Stoop
Sent: Thursday, July 08, 2010 4:29 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Texture problem on 64-bit PC

Hi,

I recently received a new 64-bit machine at work. When I now use osgviewer
to the textures on some of our models seem smeared where they displayed
correctly on my older 32-bit PC. 

Other models do display correctly, so I don't think it's a hardware issue.

Our models are in the form of IVE files, and some of them are generated by
(an older version of) Virtual Planet Builder.

For what it's worth, my PC runs Fedora 12 and has an ATI Radeon HD 3450
graphics card. I also had Fedora 12 on my previous PC, but it had a NVidia
card.

I would post an image, but I'm a newbie, so I'm not allowed to post URLs

Has anyone had similar problems? what causes it? How can I resolve it or fix
the models?

Thank you!
Werner[/i]

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Re: [osg-users] Convert pov into osg structures

2010-07-07 Thread Gordon Tomlinson
http://en.wikipedia.org/wiki/Truevision_TGA



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Domingo
López Oller
Sent: Wednesday, July 07, 2010 10:10 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Convert pov into osg structures

Hi, I don't know if this is possible. I have some files from GRASS with .pov
extension and I don't know how to take them for osg.

Someone know the structure of a tga file?

For example:
An edifice:
polygon { 6, 
 464022.599606, 907.085815 , 4087154.860413
 464004.190265, 907.085815 , 4087142.339932
 464004.190265, 937.085815 , 4087142.339932
 464022.599606, 937.085815 , 4087154.860413
 464022.599606, 907.085815 , 4087154.860413
 464022.599606, 907.085815 , 4087154.860413
 
}

A river:
sphere_sweep { linear_spline 45,
 465739.968762, 1906.192505 , 4091458.499904, 3
 465791.468761, 1894.422974 , 4091452.250001, 3
 465821.250068, 1881.933472 , 4091422.250052, 3
 465860.593730, 1856.298828 , 4091382.249947, 3
 465892.375120, 1835.943359 , 4091347.19, 3
 465930.218784, 1816.068726 , 4091315.500061, 3
 465978.812602, 1801.638184 , 4091290.250017, 3
 466026.968878, 1793.834595 , 4091275.750128, 3
 466076.624893, 1786.617188 , 4091255.249991, 3
 466120.343720, 1770.884644 , 4091223.750044, 3
 466161.875093, 1742.642090 , 4091171.500047, 3
 466189.468689, 1710.575928 , 4091081.000114, 3
 466219.343810, 1704.088501 , 4091067.499878, 3
 466268.312628, 1696.643555 , 4091062.999886, 3
 466301.593757, 1684.553589 , 4091025.499950, 3
 466350.250118, 1668.899048 , 4091009.249891, 3
 466384.499888, 1657.378906 , 4091005.71, 3
 466438.343697, 1631.369019 , 4091002.750074, 3
 466494.156318, 1608.742310 , 4090996.499913, 3
 466546.906142, 1593.277832 , 4090985.249932, 3
 466588.906329, 1576.062622 , 4090959.749975, 3
 466618.093736, 1551.168579 , 4090918.999872, 3
 466659.343666, 1524.220459 , 4090896.499910, 3
 466689.250059, 1511.777832 , 4090889.58, 3
 466738.187606, 1496.778687 , 4090879.500111, 3
 466778.656265, 1482.590088 , 4090853.500069, 3
 466812.656122, 1460.842041 , 4090812.249881, 3
 466858.718759, 1430.692139 , 4090788.750007, 3
 466883.218803, 1414.062012 , 4090769.499954, 3
 466930.843722, 1400.582275 , 4090747.500077, 3
 466986.437443, 1388.464478 , 4090744.500082, 3
 467017.156377, 1384.399048 , 4090743.85, 3
 467045.781157, 1377.151001 , 4090732.29, 3
 467085.218633, 1362.496216 , 4090705.75, 3
 467134.499907, 1343.728149 , 4090706.500060, 3
 467193.062609, 1319.315430 , 4090726.500113, 3
 467244.687435, 1301.977539 , 4090737.250008, 3
 467287.91, 1298.845825 , 4090758.59, 3
 467319.781122, 1293.567383 , 4090798.250077, 3
 467364.031306, 1282.700684 , 4090843.499914, 3
 467408.187416, 1266.867310 , 4090874.500034, 3
 467457.843689, 1245.734619 , 4090893.88, 3
 467509.187589, 1222.203979 , 4090897.749994, 3
 467561.56, 1193.638428 , 4090893.750087, 3
 467614.875125, 1189.556030 , 4090899.499905, 3
 
}

Thanks!!

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Re: [osg-users] missing posts on the mailing lists.

2010-07-06 Thread Gordon Tomlinson
Quite a few OSG messages go to my junk folders especially from certain
regions in the world 

 



__

Gordon Tomlinson 

www.vis-sim.com http://www.vis-sim.com/ 

www.PhotographyByGordon.com


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: Tuesday, July 06, 2010 5:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] missing posts on the mailing lists.

 

some emails might end up in the junk


-Nick



On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor martin.nay...@dsl.pipex.com
wrote:

Hi all,

I am either going crazy or more likely my outlook email is.

Is anyone else missing replies on posts?

 

An example:

Jose posted with the subject light through walls

I see J-S's reply but I don't see Nicks, the only reason why i noticed is
that Jose thanks Nick and J-S, but I don't see Nick's reply.

Mmmm I did see something in submissions in the other day from another poster
who is having similar problems.

 

Maybe it's just me!

 

Martin Naylor.

 


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Re: [osg-users] Sudden runtime error

2010-06-23 Thread Gordon Tomlinson
Have you picked up a Debug lib(if in release or visa versa)  you should not
have?

Have you picked up a lib/dll build with a different compiler or re-dist
package?

Have you done a full clean and rebuild just incase a change has not been
picked up by VS (I see this one a lot where we have a stale lib/dll)

If you do a osg::Node* node = new osg::Node(); instaead of osg::Geode* geode
= new osg::Geode(); does that work ? ( ps I always but () on my news for
none POD's should not make a difference unless theres an issue with a
default Ctor or Ctor chain)


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www.vis-sim.com
www.gordontomlinson.com
www.PhotographyByGordon.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce
Sent: Wednesday, June 23, 2010 2:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Sudden runtime error

Hello OSG users,

This afternoon, I had a program I've been working on start crashing on me
and I thought I'd see if anyone had insight into where I should be looking
for the problem.  I've been making changes to the code and re-building the
project to test the changes, but I don't know that my changes had anything
to do with this.

Basically, yesterday morning my application started crashing right when I
exited the viewer (by hitting esc) - instead of just exiting the program,
an error message would pop up that the program stopped working unexpectedly.
This seemed unusual since I'd never had it happen before, but it wasn't
interfering with my ability to test the part of the code I was working on so
I didn't pursue it further at that point.

This afternoon, the application starts up but at one particular line
(nothing complicated, just osg::Geode* geode = new osg::Geode; ) the command
prompts displays This application has requested the Runtime to terminate it
in an unusual way.  Please contact the application's support team for more
information.

Thus far, I have rebooted and re-extracted all osg files from the zip I
downloaded.  I tried changing the name of the variable on that line, and I
made sure to clean and rebuild the solution.  None of that changed anything.
I also set the OSG_NOTIFY_LEVEL to DEBUG but there were no messages that
popped up between my debugging message the line before and when it displays
the error message.  I don't think the issue is with my code because when I
copy the source to my other computer, the program works just fine.  In
addition, other applications I've created with osg (including Geode of
course) still execute just fine.

I'm not looking for someone to solve this for me, but I thought I'd see if
anyone else has had similar issues crop up and could point me in the right
direction.  System info:  Windows 7 64-bit, osg-2.8.2, Visual Studio 9.


Cheers,
Tom

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Re: [osg-users] Making objects transparent without using textures at all

2010-06-21 Thread Gordon Tomlinson




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Gordon Tomlinson 

gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com 
www.vis-sim.com
www.gordontomlinson.com
www.PhotographyByGordon.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of nikhil
raprolu simha
Sent: Monday, June 21, 2010 1:20 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Making objects transparent without using textures at
all

Hi,

I want to know if it is possible to make objects transparent without using a
transparent texture .I am using the following code but it turns out to be
opaque. 

  

ss-ref();
ss-setMode(GL_BLEND, StateAttribute::ON);
ss-setMode(GL_FOG, StateAttribute::ON);
 ---ss-setAttribute(fog,osg::StateAttribute::ON);
|   ss-setRenderBinDetails(11,RenderBin);
|
Am i doing something wrong with the fog properties?
or 
is there a property of fog wich should be enabled to make the object
transparent?

Thank you!

Cheers,
nikhil

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Re: [osg-users] How to set size of point primitive

2010-06-14 Thread Gordon Tomlinson
Google

 

osg set point size

 

 

 


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gor...@gordontomlinson.com
www.photographybyGordon.com

www.vis-sim.com http://www.vis-sim.com/  

www.gordontomlinson.com http://www.gordontomlinson.com/  

IM: gordon3db...@3dscenegraph.com


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manjeet
sudhanshu
Sent: Monday, June 14, 2010 5:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to set size of point primitive

 

How to set size of point primitive.

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Re: [osg-users] OSG install failure

2010-06-12 Thread Gordon Tomlinson
Have you installed the correct  MS re-distributable package ? on the
presentation machine ? 


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www.vis-sim.com 
www.gordontomlinson.com 
IM: gordon3db...@3dscenegraph.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of nick waller
Sent: Friday, June 11, 2010 12:30 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG install failure

Hi,

I'm having some trouble getting osg up and running.  I have two computers,
one for developing and one for presentations.  I got osg up and running on
the developing computer no problem.

I have a higher end model that is used for giving presentations that I want
to be able to run osg on.  Because I do not plan on developing on that
computer, I do not have visual studio installed.  I followed the same
instructions I used to successfully install osg on my developing computer,
however when I run osgversion in the command line I get the response this
system can not execute the specified program.  Does anyone know what could
be the problem?

Thanks,
nick

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Re: [osg-users] ask help for compassring.png and compassrose.png pictures

2010-06-06 Thread Gordon Tomlinson
I would suggest that you make them yourself using any reasonable graphics
program such a GIMP, Photoshop, Corel Draw or if your require 3d something
like Creator

That's what I do for my compass roses


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www.vis-sim.com 
www.gordontomlinson.com 
IM: gordon3db...@3dscenegraph.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ting zhang
Sent: Friday, June 04, 2010 9:05 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ask help for compassring.png and compassrose.png
pictures

Hi,

I wanna make a compass animation using osg. However, I cannot find the
proper compassring.png and compassrose.png pictures to make the animation.
Would you kindly send me those two pictures to my email box:
login...@tom.com. Thank you very much.

Thank you!

Cheers,
ting

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Re: [osg-users] Fwd: How to pick a vertex of quad by mouse

2010-05-31 Thread Gordon Tomlinson
I suggest reading this before posting any other questions

 

http://catb.org/~esr/faqs/smart-questions.html

 

 


__

Gordon Tomlinson 



 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manjeet
sudhanshu
Sent: Monday, May 31, 2010 8:44 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Fwd: How to pick a vertex of quad by mouse

 


How to pick a vertex of quad by mouse


 

-- Forwarded message --
From: manjeet sudhanshu sudhanshu.manj...@gmail.com
Date: Mon, May 31, 2010 at 4:26 PM
Subject: How to pick a vertex of quad by mouse
To: osg-users@lists.openscenegraph.org




 

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Re: [osg-users] mouse handling

2010-05-31 Thread Gordon Tomlinson
I suggest reading this before posting any other questions

 

http://catb.org/~esr/faqs/smart-questions.html

 

 


__

Gordon Tomlinson 




 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Manjeet
Sudhanshu
Sent: Monday, May 31, 2010 8:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] mouse handling

 

How to pick a vertex of any triangle by mouse.



__ Information from ESET NOD32 Antivirus, version of virus signature
database 5157 (20100531) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com

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Re: [osg-users] Add Text in texture in OSG

2010-05-08 Thread Gordon Tomlinson
On Windows you can use GDI/GDI++ to blit text in to a image buffer

 


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gor...@gordontomlinson.com
www.photographybyGordon.com

www.vis-sim.com http://www.vis-sim.com/  

www.gordontomlinson.com http://www.gordontomlinson.com/  

IM: gordon3db...@3dscenegraph.com


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nitin
Rangari
Sent: Saturday, May 08, 2010 2:50 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Add Text in texture in OSG

 

Hi all,

 

I want to add my Own text in Texture within particular  Location in
Texture

where I click mouse cursor.

Is there anyone have any idea regarding same

 

Cheers,

Nitin 



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Re: [osg-users] Leaving on a jet plane, don't know when I'll be back again...

2010-05-02 Thread Gordon Tomlinson
Unless the volcano dumps again :)...   have fun 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Sunday, May 02, 2010 2:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] Leaving on a jet plane, don't know when I'll be back
again...

HI All,

This week I'll be away in Germany giving a OpenSceneGraph training
course.  I may have occasional net access but won't have any time for
tracking submissions/bug fixes and support.  Catch up with you all in
8 days time :-)

Cheers,
Robert.
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Re: [osg-users] [osgPlugins] WRL Plugin needed

2010-03-13 Thread Gordon Tomlinson
You Have to get the source and build it

See http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins

Also search the email archive for more details as this has been discussed
many times in the past




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Galt
Sent: Saturday, March 13, 2010 11:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] WRL Plugin needed

Hi,

I have a wrl file I would like to use as a 3D model. I found lots of sites
telling me that there is a plugin enabling me to read those, but I couldn't
find the .dll
file that is actually the plugin.

Can anyone please send me the link to download the plugin?

Thank you!

Cheers,
John

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Re: [osg-users] LOD support

2010-03-12 Thread Gordon Tomlinson
The OSG has extensive LOD support including  Paged LODing


Search the email archives there are many discussion on LOD's, also look
through the source code its has it ALL

See  
OpenSceneGraph\examples\osgpagedlod
OpenSceneGraph\include\osg\LOD
OpenSceneGraph\include\osg\PagedLOD

See the OSG Quick Start guide http://www.osgbooks.com/books/osg_qs.html


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Gotzel
Sent: Friday, March 12, 2010 2:55 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] LOD support

Hello,

How much LOD support is there in OSG?  I've found a couple functions 
that refer to LOD but I can't find any documentation on the subject.  
I'd like to be able to generate and configure LOD's for the scenegraph.  
Is that possible?

Thanks,
Paul
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Re: [osg-users] [build] How do I successfully deploy a OSG app?

2010-03-12 Thread Gordon Tomlinson
You don't need static builds to use OSG on another machine

You say it does not work ...HOW does NOT work ?, 

how are you installing on another machine ?


Yes you do need the correctly MSVC re-distributable to be installed as part
of your applications installation process

You need to ensure that the MSVC re-distributable's and the OSG bin\dlls are
in your path and that your install all the OSG dlls including the plugin-in
directory etc





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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mas Oug
Sent: Friday, March 12, 2010 3:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] How do I successfully deploy a OSG app?

How do we deploy an OSG app that we compiled in VC++ 2008?

Because simply the .exe will not work on other computers (naturally).

I've tried using VC redist. and friends, but with no avail...

I have heard of static linking, but how would that work?

I would greatly appreciate any helpful response!

Thanks!

-Masoug

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Re: [osg-users] 64bit build works but osgDB::Registry::instance() fails in a plugin

2010-03-02 Thread Gordon Tomlinson
Hi Reed


One thought did you build all of  Collada in 64 bit including its required
libs  etc? I seem to remember when I did this a long time ago I had to build
several libs that are used by the Collada chain myself they did not even
have 64but projects etc.., as some of this are supplied only as pre-compiled
32 bit libs ( had to do this for Collada and VRML support ) but his was a
while ago around 2.80 time so I may talking hoo hoo 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Reed
Whittington
Sent: Tuesday, March 02, 2010 4:07 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 64bit build works but osgDB::Registry::instance()
fails in a plugin

Actually the call to:
osgDB::Registry::instance()
does not return it crashes.
-R


-Reed
http://www.linkedin.com/in/reedwhit

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Re: [osg-users] Lego Augmented Reality

2010-02-13 Thread Gordon Tomlinson
I know a quiet a while ago they were using SmartScene and other
Multigen/Paradigm tools ( probably not today),


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Saturday, February 13, 2010 12:16 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Lego Augmented Reality

http://www.youtube.com/watch?v=PGu0N3eL2D0

  This smells like OSG. Anyone know who did it or how it was done?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
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Re: [osg-users] Edit mesh

2010-02-10 Thread Gordon Tomlinson
Hi

You need to update/change the geometry either in the App process before you
dispatch the cull and draw or preferably in the update process using a call
back.

You will need to ensure that when you change the vertex Array that you
update the number of verts the geometry it's using and its indices etc and
to dirty the geometry 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero
Sent: Wednesday, February 10, 2010 6:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Edit mesh

Hi,

I have some questions about edit geometry vertex.

I have a imported model and I want to remove some region of it.

What is the correct method to do this? If I only remove vertices from its
vertexArray logicaly osg crashes. Think like I have a rectangle and I want
to make a hole on it

Similar to this question:

How can I extrude a model? For example a cylinder ( not closed on the top)
for making it larger ( I don't want to change its scale )

Really I am looking the way to edit a geometry ( add, remove, move vertex,
etc )

Any idea can help me.
 
Thanks!

Cheers,

Luis

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Re: [osg-users] Why the blue or white edges are appeard when we use transparent textures?

2010-02-10 Thread Gordon Tomlinson
Hi

This can happen for at least a  couple of reasons


1:) Typically many people do not take notice of the RGB value of their
transparent images and typically leave that white, which means the white RGB
of transparent pixel blends with the opaque color and you see the halo
effect, the simple fix for this one is to make the RGB value of the
transparent pixel use an average colour to match the opaque ( greenish in
this case) in your favorite Image editing package

2:) The Harder problem which can be seen as well as (1) is a sorting
problem, All real-time scene graphs such as OSG/VEGAPRIEM/ Old Performer,
sort at the geometry node level and not at an individual triangle level due
to performance related reasons. So if you have many transparent primitives
in a node then how basically draw in the order they are defines and
depending on your view angle you will see such things a halos and punch
through. 

a) What can you do, remodel how you create your geometry and only have
single trees in each node ( not the most efficient) which will help
alleviate the problem not necessarily fully stop it.  

b) Ensure that geometry nodes that have transparency do not overlap with
other nodes because they sorting will typically fail for many view angles
etc.

c) You could override the actually draw of the primitives and sort by
triangles depending on the view ( not recommended)

d) You could create your own Draw bin and manually sort the nodes there as
long  they don't overlap but (b) would negate this


Search the net for much more answers this has been discussed by myself and
others many time over the years on the Performer lists, Vega list and here
on the OSG lists, this is an old problem that will be around for a while
until for 2, until the hardware gets fast enough to be able to allow us sort
down to the primitive and fragment level and still maintain the frame rates
we require for real-time simulation




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of LAO Wenhao
Sent: Thursday, February 04, 2010 10:15 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Why the blue or white edges are appeard when we use
transparent textures?

Hi,

 Why transparent edges are appeard when we use transparent textures? For
example, in the osgforest example program, when a billboard tree is closer
to another billbard tree, we will find a transparent edge in the front tree.
We should see the back tree from the edge, but we see the ground. In the
mode of quads or osg::MatrixTransforms, these edges are even more
apparent. Please see the picture.:( 

Thank you!

Cheers,
laowenhao

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Re: [osg-users] Edit mesh

2010-02-10 Thread Gordon Tomlinson
Uhhm, I can't help you with that one it's YOUR geometry so you need to manage 
it, build in a way you can understand how the vertices match the indices  it 
not something anyone else here can do for you  

Sorry

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero
Sent: Wednesday, February 10, 2010 7:25 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Edit mesh

Thanks Gordon,

I undersatnd now when I must do it.

But, What about modifying geometry? When I remove vertices I don´t know which 
indexs I must to remove.

Luis

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[osg-users] Interesting Embedded QT Widgets

2010-02-10 Thread Gordon Tomlinson
See 

 

http://labs.trolltech.com/blogs/2008/12/02/widgets-enter-the-third-dimension
-wolfenqt/

 

uhmm.

 

 


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Re: [osg-users] Edit mesh

2010-02-10 Thread Gordon Tomlinson
Hi

That's not the role of OSG, to itself be a CAD/3d Editing tool.

You can create such a 3d editor using OSG and a couple already have but it's
not OSG's role

You could also do something like we have being doing and export your
model/node to a 3rd party tool, edited and then read it back in, we have
done this for Sketch-up as it has  a  free version( and may folks are still
in love with Google Earth etc), down side is Sketch-up is not the best tool
for real-time models because it looks like your creating a simple model but
when exported and consumed  the SKP models can become very triangle dense to
say the least, ( Creator is still one of  the best for real time modeling,
sadly it's also still to expensive for most users)


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero
Sent: Wednesday, February 10, 2010 9:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Edit mesh

Hi,

The problem is that I want to modify any imported model. And it's so
difficult for me to program this.

I hope some day there will be a mesh editor in osg

Thanks

Luis

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Re: [osg-users] Collada 1.5 or 1.4.1 ?

2010-02-08 Thread Gordon Tomlinson
I think the readme.txt is still valid

 

Dom 2.2 Collada version 1.4.1

 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Monday, February 08, 2010 7:14 AM
To: OpenSceneGraph Users
Subject: [osg-users] Collada 1.5 or 1.4.1 ?

 

Hello all, 

What version of collada is supported in the osg svn core?  

/adrian 

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Re: [osg-users] Applying transparency to STL model

2010-01-17 Thread Gordon Tomlinson
Yes you could  override the drawing of the geometry and sort at a triangle 
level at that point if you need to and then dispatch those sorted tri's  to OGL.

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maxym Bilinets
Sent: Sunday, January 17, 2010 10:25 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Applying transparency to STL model

The problem is that my model is not convex.
Is there any possibility to sort triangles inside the model?


umituzun84 wrote:
 Hi Maxym,
 
 Transparent objects drawing order is important. You have set  
 ss-setRenderBinDetails(1, DepthSortedBin); so it make your object drawn 
 first. Try to draw it last with supporting 11 renderbin order instead of 
 1.
 
 HTH. Regards.
 Ümit Uzun
 
 


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Re: [osg-users] Color fill a primitiveSet

2009-12-30 Thread Gordon Tomlinson
HI Jody

See [OpenSceneGraph]\examples\osggeometry\



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jody Cole
Sent: Wednesday, December 30, 2009 4:02 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Color fill a primitiveSet

Hi,

I have created a triangle with, where a,b and c are the (x,y,z) coordinates
of the 3 vertices

osg::ref_ptrosg::Geometry geom = new osg::Geometry;
osg::ref_ptrosg::Vec3Array v = new osg::Vec3Array;
geom-setVertexArray( v.get() );
v-push_back(a);
v-push_back(b);
v-push_back(c);
geom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::TRIANGLES, 0,
3 ) );  
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( geom.get() );
root-addChild(geode.get());

Could you tell me how i can color fill the inside of the triangle so it will
be a green triangle.


Thank you!

Cheers,
Jody

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Re: [osg-users] Transforming nodes

2009-12-22 Thread Gordon Tomlinson
HI J-S

In Creator/OpenFlight, the defaults for all the DOF min's and max's are all
0's and the step values are all 0's
and of course the scale current is set to 1,1,1

Creator has a DOF Viewer and when min, max are zero its ignores them it only
animates if you have a (Min or Max) and Step set to something other than
zero


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, December 22, 2009 6:09 PM
To: osg-users@lists.openscenegraph.org
Cc: OpenSceneGraph Submissions
Subject: Re: [osg-users] Transforming nodes

Hi Gordon,

 To me that seems a rather bad default to have for scaling on a DOF, I 
 would have assumed the default would be 1,1,1 not 0,0,0

That's bitten me a few times too. Specifically when I create DOFs
programmatically instead of reading an FLT file.

 Is there a reason why its 0,0,0, and not 1,1,1 and should we change it

I think we could change it. Just need to beat the inertia of making such a
simple change and sending the whole modified file...

U...

Ok! Did it!

Uh, there are lots more uninitialized variables there... What should
_minScale, _maxScale, _minHPR, _maxHPR, _minTranslate, _maxTranslate be set
to? Fine, _currentTranslate and _currentHPR can be left at (0,0,0), but are
there better defaults for the min and max? Does the OpenFlight spec give
some appropriate defaults? And now that _currentScale is set to (1,1,1),
does it bother that it's not between _minScale and _maxScale
- which are both still at the default-constructed value of (0,0,0)?

I knew I shouldn't have opened the file to do the modification... :-)

J-S
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Re: [osg-users] [vpb] Usage question

2009-12-11 Thread Gordon Tomlinson
http://www.osgeo.org/gdal_ogr

OGR is part of the GDAL project

OT: what happened to www.remotesensing.org ?



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Friday, December 11, 2009 4:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Usage question

Hi,

what is OGR?

I'm searching for a tool which can flat terrain (cut volume away, that
surface is not geocentric but flat at this area) at a specified area for
adding 3D HiRes submodels.

your mention of OGR sounds interesting, what is it for a tool?

Thank you!

Cheers,
Torben

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Re: [osg-users] Full list of dependencies

2009-12-06 Thread Gordon Tomlinson
Here's the basic dependencies
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies  

 

All the rest will be described with the individual plug-ins or add-on node
kits

 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Sunday, December 06, 2009 10:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Full list of dependencies

 

2009/12/6 Rizzen riz...@darkstar.co.za

Hi

Where can I find the full list of dependencies required for OSG 2.8 and
list of configuration options for building OSG libraries?

Rizzen


osg itself doesn't have any dependencies, only the plugins do.

You'll have to run cmake and look through that for specifics, there
are too many plugins for it to be worth making a list and too many
config options as well.


-- 
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Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-14 Thread Gordon Tomlinson
The problem is likely your code .


But we are not clairvoyant and as you do not provide the code you have used
its nearly impossible to say what is wrong



One shot in to the dark would be bad bounding boxes and spheres





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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maurizio
Lodo
Sent: Wednesday, October 14, 2009 3:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] how to improve frame rate of my scene with lots of
cubes and cylinders?

Hi all,
Finally I found some time to play with this. Thanks to your words of wisdom,
I have decided to create my cylinder geometry. I used the drawinstanced
example as a template and I managed to generate the cylinders, translate
them and rotate them as I want.
However I notice that when I get closer to these cylinders, they disappear,
while ojects created using ShapeDrawable do not disappear. I do not know
anything about GLSL (or OpenGL or OpenSceneGraph for that matter) and I was
wondering if anyone could tell me why this is happening, if there is a way
to fix it and if that would affect performance.

Thank you very much!

Cheers,
Maurizio

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Re: [osg-users] Paged LOD for osg terrain

2009-09-23 Thread Gordon Tomlinson
' All I want is to know how osg paged LOD is implemented.'

You have full  access to All the source code so you can readily see how is
implemented by looking at the source

Examples that use it : 

OpenSceneGraph\examples\osgpagedlod  
OpenSceneGraph\examples\osgphotoalbum

Also see Virtual Planet Builder :
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
OSG Earth  :http://wush.net/trac/osgearth


Also a simple Google of 'pagedLOD' will through up many many past
discussions on the subject


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Thomas Lee
Sent: Wednesday, September 23, 2009 8:38 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Paged LOD for osg terrain

Hi,

All I want is to know how osg paged LOD is implemented.Are there any papers
or articles describing the technique or based on which papers is osg paged
LOD implemented.

Thank you!

Cheers,
Brett

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Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with Google Earth

2009-09-19 Thread Gordon Tomlinson
Hey Reed !

Interesting catch on GE, strange they won't support standard primitives, 
Note I already got bit as they don't support plain old GL_POINTS either in
KML or COLLADA makes it hard to show point clouds in GE

Making triangles is not really an optimization it's more a de-optimization
:)





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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Reed
Whittington
Sent: Saturday, September 19, 2009 6:21 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with
Google Earth

Hi again,

Okay, I have more information on what is happening.
Google Earth seems to like only triangles.

After the osg tessellation optimization the primitives are tristrips and
trifans.
And before optimization there are mainly polygons (n sided faces).
So I think what I am looking for is a visitor that can take the osg
PrimitiveSets and convert them to simple triangles (GL_TRIANGLES).

I find the osg optimizers tessellation look like they might be close to what
I need but I played around with the different modes and I don't get it.
I could write a visitor to do this but before I do, I wanted to know if
there is something existing that I can reuse.

Thanks for helping.

Regards,
Reed


-Reed
http://www.linkedin.com/in/reedwhit

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Re: [osg-users] [vpb] virtual reality builder

2009-09-04 Thread Gordon Tomlinson
Dude enough already,

 one post about your company is enough

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lulin Wang
Sent: Friday, September 04, 2009 4:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] virtual reality builder

Lanmeivr company is superior in solving system simulation problems,specializing 
system simulation research and development under OSG platform. Lanmeivr’s has 
owned 30 patents and our simulator and system simulation products has been 
popular among more than 20 foreign countries such as France, America, Holand, 
Hinland, Russia, India, Egypt, Saudi Arabia, Malaysia, Indonesia, Costarica, 
Argentina, Chile,etc.

Lanmeivr Company undertake the following virtual reality projects:

1. training system VR for cars, racing cars, special vehicles, aircraft 
(multi-DOF)
2.system simulation for industrial production units (single / multipeople ) 
3.system simulation for weapons and equipment  
4.3D digital city system development; (Stand alone / Network Version)  
5.3D digital factory system development (Stand alone / Network Version)  
6.3D science fiction film production services.
www.lanmeivr.com
[Image: http://i911.photobucket.com/albums/ac315/lanmeivr/3screensimulator.jpg 
][/url]

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Re: [osg-users] none

2009-09-04 Thread Gordon Tomlinson
What/Why ? 

also this has gone to the submission list


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
osg-us...@cyberfiber.org
Sent: Friday, September 04, 2009 1:27 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] none

http://www.codenamezero.org/sites/default/files/20090901%20-%20vidports.txt

greetz,
michael
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Re: [osg-users] Derived classes and ref_ptr

2009-09-04 Thread Gordon Tomlinson
Don't think so,




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Beckett
Sent: Friday, September 04, 2009 6:20 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Derived classes and ref_ptr

Hi,
I have a class derived from PositionAttitudeTransform. It's simply an
Adapter it contains no new variables but fixes up some methods for osg::PAT
to be used in an existing design for some navigation routines.

The existing navigation library is fixed I can't change it to understand
osg::ref_ptr,=. Objects of the Adapter class need to be created on the stack
in the library.

Is there any way to define such a class so that it can be used as a regular
class with objects on the stack in my library but still be reference counted
in OSG?


Cheers,
Martin

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Re: [osg-users] [osgPlugins] Openflight 16.3 features

2009-08-27 Thread Gordon Tomlinson
You could always add the features if you need them now 

Or fund Paul to update the loader


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terence Ou
Sent: Thursday, August 27, 2009 3:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Openflight 16.3 features

Hi,

If I am correct, the current openflight loader does not support the full
features of 16.3, e.g. reflection map, etc? Are there any heads up regarding
when these would be in or considerations for them to be supported by the
loader any time soon?

Thank you!

Cheers,
Terence

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Re: [osg-users] Inverting X Axis and possible Multithreading Problem

2009-08-27 Thread Gordon Tomlinson
On your second problem, have you used your debugger and stepped through your 
code to see whats happening with the program when screen goes black ?
Your really the only one that can answer this question as you have the problem, 
 the source code and tools to step into and debug, 



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Goering
Sent: Thursday, August 27, 2009 5:09 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Inverting X Axis and possible Multithreading Problem

Hey,
I have two problems I hope someone can help me with, I will describe my setup 
first and then my two questions.
Setup:
I am not entirely sure if this question belongs here or in the plugin section, 
but here it goes anyway  |-) My setup is this: OSG 2.8.1 and running OSGART.
I am using a ReachIn Display which is basically a CRT Monitor set up at about a 
45° angle over a semi transparent glass panel. So the image of the monitor is 
reflected on there and with stereoscopic viewing that generates a 3d feel, and 
you have the hands under the glass panel to interact with the markers etc.

Problem 1:
Okay thats my setup, anyhow, I have the webcam turned up side down, at about 
the angle the user is viewing at, so that when I move the marker up and down it 
simulates what the user sees, now I want to invert left and right, as they are 
mixed up to do the camera orientation.
My guess is I have to dynamically change the MatrixTransform (ArTransform in 
the case of the diagram attatched below) that is updated by the camera position 
and just multiply its x value by -1, does that approach seem plausable? Or am I 
missing something entirely ?

Problem 2:
My other problem is that when I start my application on the machine running the 
ReachIn Display and Shutterglasses, more often than not the application starts, 
but the screen turns black. I can chose the camera settings (resolution etc.) 
but when I click okay the program freezes, it stays black and I cant exit out 
with ESC as I normally could. I am somehow assuming that it has to do with 
multithreading? But I am not very familiar on that subject. On my laptop it 
works fine most of the time.
Hope someone has some ideas concerning that too.
Thanks in advance for any help you can give me, David

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Re: [osg-users] apply() method??

2009-08-20 Thread Gordon Tomlinson
Hi

Please note that you should ask a new question by starting a new email
thread. This makes it easier for people to follow threads and maybe answer
and even find answers them selves

When you would use a draw call back, or an update call back is totality
dependent on what you're doing, are you updating or are you drawing etc. (
in a particular example it will be related to what that example is
illustrating)

I recommend that you have a read of Paul Martz quick Start guide if you have
not done so already, it should tell you about the different traversals' that
are in OSG and  the basics of a scene graph, once you have a grapes of this
then the example should make more sense and why different example use
different parts of OSG etc


See the www.osgbooks.com 



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tim Allen
Sent: Thursday, August 20, 2009 9:29 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] apply() method??

Thank you.I also have one more question,In some source example I find
derived class is derived from osg::Drawable::UpdateCallback instead of a
NodeCallback or DrawableCallback.Why is it used??

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Gordon Tomlinson
Yes 64bit  on windows compiles and works fine, but I highly recommend you
compile everything yourself including all the 3rd party dependencies and
plug-ins you require, 

While this may take you a couple or so extra hours it fully ensures that all
your libraries will match, you need to unsure they are all compiled with the
same run-time 

( ie  Multithread-Debug) all use the same RTTI etc)

 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas
Grijander
Sent: Sunday, August 16, 2009 9:50 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture

 

Hi,

 

actually I also want to compile 2.8.0. The platform will be Windows Server
2003. So you recommend to download the sources of 3rdparty and re-compile
everything in 64?

 

J.

 



 Date: Sun, 16 Aug 2009 15:39:03 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  Hi everybody,
  i am trying to compile openscenegraph in our new server (64 bit double
quad
  processor), but I get some errors with the dependencies, which are
  pre-compiled (in 32bits I suppose). Does anybody have the dependencies
  pre-compiled in 64bits? Did anybody already compile openscenegraph in
  64bits?
  thanks!!
  Jaime.
  
  What can you do with the new Windows Live? Find out
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 Hi,
 
 I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had
 to compile all third-party libraries with 64-bit support as well.
 Which platform are you looking for? Windows, I presume.
 
 I strongly recommend you to fetch sources and do it yourself, since
 some libraries may have been compiled with different configurations
 and may cause awkward problems.
 
 Ismail
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  _  

Share your memories online with anyone you want anyone you want.
http://www.microsoft.com/middleeast/windows/windowslive/products/photos-sha
re.aspx?tab=1 

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Re: [osg-users] Aligning Coordinate Systems

2009-08-16 Thread Gordon Tomlinson
http://www.catb.org/~esr/faqs/smart-questions.html#id308182



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Goering
Sent: Sunday, August 16, 2009 1:56 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Aligning Coordinate Systems

Hey,
is this just a really dumb question ? Or did I not give enough info? Or do
you not understand what I am asking ?
Just wondering, if that is why noone has answered yet,
thx, 
David

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Gordon Tomlinson
With any 3rd party product typically your are going to have to do some
initial setup especially going to 64 bit builds this will be slightly
different for each package so you will have to investigate what they are

 

But I'm afraid your venturing out of the realms of OSG help in to a whole
other world,

 

you will need to read the READ ME texts with the 3rd part libraries , many
of these do make the assumption that you know how to use the relevant
compiler, linker and options etc.

There are many  user forums and posting across the net that deal
specifically with the 3rd party libraries, you will need to visit and search
for them for their build and setup questions

 

 

 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas
Grijander
Sent: Sunday, August 16, 2009 1:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture

 

thanks!

 

I suppose that I should change something in the nmake.opt file? 

 

 

J.

 Date: Sun, 16 Aug 2009 17:21:05 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  I'm sorry but I don't have a lot of experience in compilation. I
downloaded
  the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
  they say to use this to compile it:
  nmake /f makefile.vc
  but where do I have to change the configuration to specify the 64bits?
they
  don't provide a .sln for visual studio, so I don't have much idea on how
to
  do that :-S
  Jaime.
 
 
 Try opening Visual Studio x64 Command Line (under Microsoft Visual
 Studio 2005/2008-Tools folder in Start-Programs). As said at:
 http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx
 run:
 vcvarsall.bat amd64
 This should set environment variables, hence compiler, to 64-bit
 native compiler which will generate 64-bit objects.
 
 I myself haven't tested this, neither have chance to at the moment.
 
 Ismail
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Re: [osg-users] Aligning Coordinate Systems

2009-08-16 Thread Gordon Tomlinson
Check the archives , I'm pretty sure that a very similar question was asked
wit in the few couple of days and answered
( its certainly be answered several times over the last year, so the answer
is lurking in the archives etc )


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Goering
Sent: Sunday, August 16, 2009 5:56 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Aligning Coordinate Systems

Hey,
I didnt mean to be annoying.. and I didnt want to repost the same question. 
I hope I didnt come across that way
I just figured the problem was probably not very complex (maybe a wrong
assumption) and so I thought it was possible that my description was flawed,
or that it wasnt clear what I meant... so I just wanted to make sure that it
wasnt as trivial as that...
The Support here is great and I thank everyone who takes the time to help
new users to find their way, 
so thx!
David

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Re: [osg-users] Paged Geometry?

2009-08-16 Thread Gordon Tomlinson
Osg::PageLOD




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Bear
Sent: Sunday, August 16, 2009 8:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Paged Geometry?

Hi, anyone know if there's a paged geometry plugin out there or in the works
for OSG? I was hoping for something like this to assist in the rendering of
terrain features such as forests, vegetation and things like that.
Thank you!

Cheers,
Peter

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Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....

2009-08-08 Thread Gordon Tomlinson
See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish
Choudhary
Sent: Saturday, August 08, 2009 6:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg
file

Hi,
sorry for tht mistake now i find tht actually  i don't have osgdb_jpeg.dll
in the required directory...it seem tht because of tht i'm unable to load
jpeg file

where can i get this osgdb_jpeg.dll  ???
if sb have this plz send tht to my id manrak8...@gmail.com
... 

Thank you!

Cheers,
manish

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Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....

2009-08-08 Thread Gordon Tomlinson
You have to build the OSG plugins that use those dependencies such as
osgdb_jpeg.dll

So you will have to re run CMake and ensure it finds the dependencies

Or down load a pre-built package of OSG see the OSG web site for more
details and a search of the archives of this mail list will also help


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish
Choudhary
Sent: Saturday, August 08, 2009 3:02 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg
file

Hi,
i have downloading those dependencies and directory set accordingly but
still i'm getting the same warning i.e unaable to find plugin

it shows sucessful result for fomrat like .rgb, .tga 

but for .jpg,.png,.tif ..it shows same warning i.e unaable to find plugin
.
i'm using visual studio 2008 on vista..

Ididn't find osgdb_jpeg.dll in the dependencies..
In the dependencies I found file realted to jpeg like -:

 
 3rdParty/Header folder- jpeglib
 3rdParty/Library folder- libjpeg  and libjpegD



how can remove this warning related jpeg plugin [ also for tiff and png
plugin ]???




... 

Thank you!

Cheers,
manish

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Re: [osg-users] Simple way to determine if a point is inside a geometry

2009-07-30 Thread Gordon Tomlinson
FYI Bounding::sphere and bounding box  both have ::contains( const vec3  vec
), both return true if the given point is within their volume


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andrew
Thompson
Sent: Thursday, July 30, 2009 5:10 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Simple way to determine if a point is inside a
geometry

Hi Gordon,

Thanks for your reply, I'm going to give that a go. 

First check - see if its in the bounding sphere of the PAT
Second check - go for the bounding boxes of the drawables. 

I guess I'll need to inverse transform my point by the PAT's matrix first?

Anyway good to know it's not too difficult, 

Thank you, 
Andrew

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Re: [osg-users] Terrain by Heightmap

2009-07-26 Thread Gordon Tomlinson
I would recommend searching the OSG  archives
(http://www.mail-archive.com/osg-us...@openscenegraph.net/) or a simple
google as many questions like this have been answered before


See  http://www.vis-sim.com/osg/osg_faq_1.htm#f32



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Markus
Husseini
Sent: Sunday, July 26, 2009 12:13 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Terrain by Heightmap

Ok i fixed it i forgett to define a color layer.

But the border ist also black between the Terraintiles.

Please help 

[Image: http://www.husseini.de/markus/Terrain4.jpg ]

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Re: [osg-users] [osgPlugins] OpenFlight DOF node does not readcorrectly

2009-07-24 Thread Gordon Tomlinson
HI

Note   files written by Creator are the Spec for that version that they
are writing to  ( btw 15.6 was not a good time for Creator )

The problem was and is that the publish specs does contain errors and this
leads to problems if not using MPI's API's or I should say Presagis these
days (So you cannot rely on the spec to be totally correct in all places)

I would check the spec across several versions 15.4 was one of the most
stable 15.8 was also good, but things like DOFS have not changde much if at
all in Creator they have remain the same for most versions


There are some nuggets on spec/doc errors lying around in the old MPI forums
http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi
And possible some in the new http://www.presagis.com/peer_forum/


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Friday, July 24, 2009 7:48 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] OpenFlight DOF node does not
readcorrectly

Scott Johnson wrote:
 Yes, it is strange!  Why couldn't they just read in four doubles like the
spec says?!?  Of course that is what I had to start but it didn't work.  A
coworker has warned me that the spec cannot be relied on to implement
OpenFlight and this is showing me that he is right.

 To make the test, I put different values in each box of the DOF dialog in
Creator so I'd know where the bits from each field ended up in the file.
The values were like 1.23456, 8.8, and -10.9876544.  Powers of two and
of course zero were not good tests.
   

OK, just making sure  :-)

I've seen deviations from the spec in various MultiGen/Creator versions 
over the years, but this is the weirdest one by far.

How do you detect it?  Just check for nan after a regular read?  That 
wouldn't seem to be reliable enough...

--J

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Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly

2009-07-24 Thread Gordon Tomlinson
Its more

 hey did you update the specs docs ? , err no did you ?  Don't worry someone
will do it  err I think ..

:-)




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Friday, July 24, 2009 10:39 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read
correctly

Scott Johnson wrote:
 Yes, it is strange!  Why couldn't they just read in four doubles like the
spec says?!?  Of course that is what I had to start but it didn't work.  A
coworker has warned me that the spec cannot be relied on to implement
OpenFlight and this is showing me that he is right.

  Shocked. I'm SHOCKED I tell you. ;)

  Yeah, we had the same experience when writing our OpenFlight writer for
our 3D Nature's
Scene Express add-on.

  The spec isn't so much a spec as a we think this is how our code works
document.

 Scott

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. -
Xen
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Re: [osg-users] Help me to solve this problem

2009-07-14 Thread Gordon Tomlinson
Hi

 

This see-through/bleed-through artifact is due to the granularity of sorting
used by all scene graphs including OSG, this happens because things are
sorted a  geometry node level and not at a per primitive level , using this
method it is reasonable fast and in most cases give good results, but with
certain poorer database designs or built scene-graphs  where geometries
overlap etc then you will see these types of artifacts 

 

Basically the way you minimize these types of artifacts is to re-structure
your scene graph and or models such that they minimize overlapping bounding
sphere and boxes.

 

Please do a search of the mailing list and a google, this type of bleed
through has been discussed at length on this list several time, many times
on the old performer , Vega and Multigen list and forums ( I know I have mad
emany lengthy posting to these lists on this subject over the years 

 

http://www.mail-archive.com/osg-us...@openscenegraph.net/

http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi

http://www.presagis.com/peer_forum/

http://oss.sgi.com/projects/performer/mail/info-performer/

 

 

 



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 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM:
mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com 
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of rguru k
Sent: Tuesday, July 14, 2009 6:35 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help me to solve this problem

 

hai all,
i am using openscenegraph for rendering .flt files and im new to it.Using
osgviewer i can walk thru .flt file. my model(.flt) is forest terrain.
my problem is, i am seeing white line between two trees.what may be the
problem?
is it problem of visual database? 
i have attached image showing the problem.i have marked the problem in red.
Please help me to find out the solution.

wht is the problem  solution?

Thanks in advance. 

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[osg-users] Nvidia Bindless Graphics Extensions

2009-07-10 Thread Gordon Tomlinson
Slightly of topic

 

Any one tried use using the new Nvidia Bindles Graphics Extensions they look
quite interesting

 

http://developer.nvidia.com/object/bindless_graphics.html

 


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 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


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US-C: 571 265 2612   UK-C: +44(0) 7976 454329

Self defence is not a function of learning tricks  but is a function of how


quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

 

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Re: [osg-users] Node kit construction

2009-07-09 Thread Gordon Tomlinson
Hi Bob

Look to the source its full of node kits 

Such as osgSim , osgAnimation etc...

I don't know of any specific tutorials, but following the source of this is
relativity straight forward if you're semi-comfortable using OSG


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bob Huebert
Sent: Thursday, July 09, 2009 1:09 AM
To: osg-users@lists.openscenegraph.org
Cc: Andrew V. Moore_i20081027
Subject: [osg-users] Node kit construction

Greetings OSGers,

I'm forwarding this querey for a student who has registered for, but not 
yet been enabled on, the osg-users list.

Thanks!
-bob


-- Forwarded message --

Hello,

  I have an OSG program that I am trying make into a nodekit,
and was wondering if anyone would point me in the right direction 
regarding
documentation on the process of building a nodekit?  I appreciate any help
that may be available.

Thank you,

Andrew Moore





Bob Huebert email: hueb...@arsc.edu
Visualization Systems Analyst   voice: (907) 450-8638
Discovery Lab Manager FAX: (907) 450-8601
ARSC/University of Alaska Fairbanks  http://www.arsc.edu/
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Re: [osg-users] Ideal and worst scene graph scenario

2009-07-09 Thread Gordon Tomlinson
Cool,  Interesting paper

 



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http://www.gordontomlinson.com/  


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, July 09, 2009 4:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Ideal and worst scene graph scenario

 

Paul Martz wrote: 

Are all your Geodes within the view frustum and not culled? If so, I'd think
the fewer Geodes case would be faster. But if some are culled, then the
more Geodes case would take advantage of host culling, sending less data
to the hardware, and would therefore run faster.


I wonder if you're running into vertex cache thrashing with the larger
Geodes.

I don't know, just speculating.

In any case, this paper might be an interesting read:

http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/

--J

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Re: [osg-users] Node Mask bit definition

2009-07-09 Thread Gordon Tomlinson
From my point of view I would have to disagree :)


 Every time you add a traverser (or visitor in OSG terms), 
you'd have to go and update the Node classes to recognize it, which is 
kind of a pain.

That's not a pain for me,  that's flexibility and finer control  :)


Having only one mask is for me quite retrictive and I can do much more
things and easier with multiple masks (the cost being a byte on each node
for each mask ), for me I would prefer the multiple masks but hey that's me,
others cope well with the much more retrictive one mask ;)

OSG gives me 32 options while Peformer et-al gave me 32 options per process
type ( APP, CULL, DRAW, UPDATE, DATA, ISECTOR ), 192 masks  :) much more
flexible for me at least


Again I being a selfish me wanting more ;)


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-Original Message-
From: Jason Daly [mailto:jd...@ist.ucf.edu] 
Sent: Thursday, July 09, 2009 4:24 PM
To: gor...@gordon-tomlinson.com; OpenSceneGraph Users
Subject: Re: [osg-users] Node Mask bit definition

Gordon Tomlinson wrote:
 Hi Garrett

 Unfortunately the OSG only supports one node mask that is shared by all
 process app, cull, draw, update, data, isectors, visitors etc...

 Being an old fart I much preferred the old Performer, Vega, Dvise etc
 offerings with node masks in that each process had its own mask, this was
 much more useful for me.
   

Yeah, the Performer model was a bit more intuitive, but it wasn't really 
as scalable. Every time you add a traverser (or visitor in OSG terms), 
you'd have to go and update the Node classes to recognize it, which is 
kind of a pain. 

You can pretty much get the same functionality by just setting the node 
masks on the scene and traversal masks on the visitors appropriately.  
AFAIK, there aren't any pre-defined bit values for traversal masks, so 
you can set it up however you want.

--J



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Re: [osg-users] quaternion to euler

2009-06-29 Thread Gordon Tomlinson
Also I would recommend searching the OSG mailing archives this topics has
come up many times with several different solutions being offered


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Bosse'
Sent: Monday, June 29, 2009 6:17 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] quaternion to euler

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


On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote:
 Hi,

 The animation supports euler but not quaternion. Is there any easy way to
convert quaternion to euler?

 Thank you!

 Cheers,
 Rabbi

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Re: [osg-users] buffer issue

2009-06-14 Thread Gordon Tomlinson
HI

This sounds/looks  like a classic Z-buffer and its limited resolution. 

If you do a Google you will see this issue has been discussed ad nauseam on
the old Performer, Vega, Vega prime, Creator, and  OSG etc, forums and
mailing lists, including different ways to combat the pression problems


Here's a couple of articles that help show and explain this issues we still
get with sorting and Z-buffer


http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

http://www.sjbaker.org/steve/omniv/alpha_sorting.html




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IM: gordon3db...@3dscenegraph.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Sam
Sent: Sunday, June 14, 2009 6:30 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] zbuffer issue

Sorry, for another posting:

i just tested the original one drawable per tree implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.

thanks in advance,
christian

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Re: [osg-users] What is everyone doing for GUIs?

2009-05-16 Thread Gordon Tomlinson
Depends on my applications requirements

But in no order of usage,  Win32, MFC, .Net, QT


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike Hall
Sent: Friday, May 15, 2009 7:31 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] What is everyone doing for GUIs?

Hey All,

What are you all doing for GUI development in OSG?

QT, WxWidgets, Roll you own etc?

We are designing a system, and we would like to know what the majority of
people out there are using. We would like to have menus, mouse clicks,
dialogs, buttons etc.

Thanks,

skibud2

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Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Gordon Tomlinson
1st Question is

Did you build one of the required 3rparty libraries you need for the
inventor plugin ?

See OpenSceneGraph\src\osgPlugins\Inventor\README.txt



2nd Question is did you turn up the Notify Level to see what why it may be
failing or did you step into the code to see why its failing ?


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mattias
Helsing
Sent: Friday, May 15, 2009 3:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [build] iv file not being read

Hello Abhinav,

There is nothing for anyone to go on to even try to help you. The code
snippet is not even osg code so no chance for us to know anything
about what it does.

* use a debugger to see what readAll returns and why
* crank up OSG_NOTIFY_LEVEL
* see Paul Martz top 10 debugging tips at
http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5

cheers
Mattias


On 5/15/09, Abhinav Dubey dubey.abhin...@gmail.com wrote:
 Hi,
 i am trying to read an iv file but its not being read. the code i am using
 is :
 ***
  SoInput sceneInput;
   if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) {
 QMessageBox::information(mInventorGrid[3], Error, Cannot open
 file requested iv file);
 return;
 }

 SoSeparator *sc_root = SoDB::readAll( sceneInput );
sc_root-ref();

  Use one of the convenient SoQt viewer classes.
 mViewer = new SoQtExaminerViewer(iv_widget);
 mViewer-setSceneGraph(sc_root);
 mViewer-setDecoration(false);
 mViewer-show();
 ***
 and the iv file named myInventor.iv has the following:
 #Inventor V2.1 ascii

 Separator {
 SoXipExaminer {
   modeNONE
   viewBoundingBox 230 0 0 0
   0 227.785 0 0
   0 0 42.1032 0
   -112.59 -117.21 50.3972 1
   complexity  Complexity {
   value   0.5
   textureQuality  0.5
   }

   orthoCamera DEF +0 OrthographicCamera {
   }

   perspectiveCamera   DEF +1 PerspectiveCamera {
   position0.181952 88.5125 454.632
   orientation -0.494995 0.0901597 0.864206  0.470889
   nearDistance230.823
   farDistance 557.256
   focalDistance   394.04
   heightAngle 0.785398
   }

   borderNode  SoXipViewportBorder {
   fields [ SFColor activeColor, SFColor inactiveColor,  ]
   activeColor 0.7 0.7 0.7
   inactiveColor   0.7 0.7 0.7
   }

   cameraSwitchSwitch {
   whichChild  1
   USE +0
   USE +1
   }

 }
 SoXipLut {
   fields [ SFEnum inputMode, SFEnum outputMode, SFShort bitsUsed,
SFFloat
 rampWidth,
   SFFloat rampCenter, MFColor arrayColor, MFFloat arrayAlpha ]
   inputMode   TRAPEZOID
   outputMode  COLOR
   bitsUsed12
   rampWidth   0.05
   rampCenter  0.009
   arrayColor  [  ]
   arrayAlpha  [  ]
 }
 SoXipImage {
   fields [ SoXipSFDataImage image ]
   image   DATA =
   SoXipLoadDicom {
   inputs [ MFString name ]
   nameC:\Xip\examples\data\24884367.dcm
   outputs [ SoXipMFDataDicom dicom ]
   }
   . dicom

 }
 }
 ***
 when i run the code it crashes at sc_Root.ref();
 plz help me out
 ...


 Thank you!

 Cheers,
 Abhinav

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Re: [osg-users] Putting data into OSG

2009-05-04 Thread Gordon Tomlinson
There are 3 ways to get data in to OSG

1: You load or extract  the data manually and create the appropriate
geometry that you require as can be seen in several examples I pointed you
to or in the format loaders

2: Your data is in a format that has an OSG format reader plug-in and you
can use that to read the file and create the appropriate geometry ( see the
plugin directory  for all the formats supported)

3: There's a program out there that can read you data and export in to
format that OSG can use ( such as Deep Exploration, GDAL, Poly trans etc )





__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Duong
Sent: Monday, May 04, 2009 3:21 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Putting data into OSG

Hi Gordon Tomlinson,

Thanks for you link and books. Infact, I have read them, so I can build some
simple scene graphes like box, sphere... using push_back to put data into
expected position manually. However, when i work with a real 2D image and
its distance, there are so many pixel that i can not put them into Vec3
manually. Therefore, i would like to ask if there is any way to put data
into OSG automatically, such as any special functions...

Regards!

duong

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Hi Duong

First I would recommend you read the quick start guide to OSG and look
through the examples provide and the tutorials list on the web site

Also I would recommend that you  search the OSG mail archives first before
asking a questions as you are likely to find common questions like this one
answered many times before 

See the examples in src\OpenSceneGraph\examples ( there are over 130 )

http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials

http://www.osgbooks.com/  the pdf version of the books are free

See src\OpenSceneGraph\examples\osggeometry


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Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.

2009-05-04 Thread Gordon Tomlinson
Sadly the bots get around this quite easily these days, 

I managed to stop most at vis-sim, with manual activation, email
verification, image numbers, instructions not to fill any field but name and
email etc, 

I get a about 1 a week now that gets as far as me having to activate it, but
at one point at over 100 per week hit 

Some clever but misguided folks in spam world


__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, May 04, 2009 10:50 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.

On Mon, May 4, 2009 at 3:11 PM, Guy g...@dvp.co.il wrote:
 What about rewriting some distorted code when posting a message, I think
 I saw it once on some forum?

The forum subscription already has this feature.
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Re: [osg-users] Putting data into OSG

2009-05-03 Thread Gordon Tomlinson
Hi Duong

First I would recommend you read the quick start guide to OSG and look
through the examples provide and the tutorials list on the web site

Also I would recommend that you  search the OSG mail archives first before
asking a questions as you are likely to find common questions like this one
answered many times before 

See the examples in src\OpenSceneGraph\examples ( there are over 130 )

http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials

http://www.osgbooks.com/  the pdf version of the books are free

See src\OpenSceneGraph\examples\osggeometry


__

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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Duong
Sent: Sunday, May 03, 2009 1:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Putting data into OSG

Hi,
I am quite new with OSG. I have 3 matrixes for X,Y, Z axis. How can I
contruct 3D model in OSG. 

Please help

Thank you!
duong

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Re: [osg-users] Shadows: Application crashing at viewer.renderingTraversals()

2009-05-02 Thread Gordon Tomlinson
Sorry all the psychics are on vacation at this time


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IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Sent: Saturday, May 02, 2009 9:39 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shadows: Application crashing at
viewer.renderingTraversals()

Bump...

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Re: [osg-users] Orthographic Camera View?

2009-04-25 Thread Gordon Tomlinson
HI

One place would be to look at  the source code such as  camera header files
it might contain that information and even function

You could have tried searching the examples with a key word such as 'ortho'
you will see osghud.cpp has this info

You could have tried searching the OSG archive and Web  with a key word such
as 'ortho'  you will see osghud.cpp has this info




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www.vis-sim.com www.gordontomlinson.com 

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Sent: Saturday, April 25, 2009 5:12 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Orphographic Camera View?

Hi, how do I enable orphographic 3d camera mode?

Thank you.

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Re: [osg-users] dll tiff

2009-04-24 Thread Gordon Tomlinson
Sounds like it could either be a manifest problem, or your mixing release
and debug libs,

 

Also turn up the OSG notify level to debug to get more info , are you  sure
that image file is being found etc.

 


__

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 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adaya
Lorenzo
Sent: Friday, April 24, 2009 7:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] dll tiff

 

I forgot some things. The code is like this:
osg::ref_ptrosg::Image dummy;
std::string icon_path = C:\\file.tif;
dummy = osgDB::readImageFile(icon_path.c_str());

and the dummy returns null.

2009/4/24 Adaya Lorenzo adayalorenzol...@gmail.com

Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled osg
2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake first
and I included all the dependencies for that image format. When I execute a
program with that dll (in release or in debug) the dll loads and inmediatly
it unloads.Does somebody know why??What can I do??

Thx!

-- 
Adaya Lorenzo Leon




-- 
Adaya Lorenzo Leon

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Re: [osg-users] Is there osg SDK ? who can tell me!

2009-04-22 Thread Gordon Tomlinson
Err how about looking at the web site 

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



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IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cuiqingshan
Sent: Wednesday, April 22, 2009 8:00 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Is there osg SDK ? who can tell me!

Hi,
   who can offer me some information about OSG SDK. the downloap address is
best 
then we can use it to develop some simple applications. I think it will be
very helpful for me.
Thank you.

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Re: [osg-users] osgdem write permission error

2009-04-19 Thread Gordon Tomlinson
I have lots of ideas but most will get me arrested ..

 


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IM: gordon3db...@3dscenegraph.com
www.vis-sim.com http://www.vis-sim.com/  www.gordontomlinson.com
http://www.gordontomlinson.com/  


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yurii
Monakov
Sent: Sunday, April 19, 2009 7:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgdem write permission error

 

Really I have no ideas...

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Re: [osg-users] Working without PATH variables

2009-04-11 Thread Gordon Tomlinson
That's not quite true Paul. OSG provides the search place for the Plug-ins
to OSG not the OS and by default does not search in the current or exe's
directory it looks for a ./pluginsXXX directory. Personally I would like to
see OSG search the current and or same directory  as the EXE for its
.plug-ins as part of its default search as well . As we do not ship plug-ins
in a sub dir and have a different naming scheme to boot.

See this http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14 for how windows
searches for dll's ( OSG breaks this search when it comes to Plugin DLL's )


As to not using setting PATHS or environments vars not ever one can,
unfortunately the majority of our customer machines simply do not allow
these to be set or altered at any time by any one or program


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IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Saturday, April 11, 2009 2:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Working without PATH variables

How your executable finds DLLs is up to your OS. So if you don't want to use
PATH, and I assume you don't want to statically link, then you'll need to
put your DLLs somewhere where the OS will find them. That's really a Windows
question and is the same issue for any project, not just OSG.

OSG _does_ (or, at least, it used to) link statically. So if that's an
option for you, give that a try.

The osgDB has some controls built into it that weren't mentioned previously
in this thread, so I wanted to throw these out. Look for something like
setLibraryFilePathList() in the Registry. You can control it externally with
the OSG_LIBRARY_PATH env var. OSG will look for plugins in this location.

Also look at setDataFilePathList(), you can specify directories for OSG to
search when loading data files. This is controlled externally with the
OSG_FILE_PATH env var.

So you really have quite a few options here.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff
Sent: Friday, April 10, 2009 7:27 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Working without PATH variables

Thankyou for the quick replies guys, I'll try those suggestions. As for what
I'm working with, I usually develop on Windows, simply because I like
VisualStudio as an IDE. My software is generally designed to work anywhere
if I can wrangle it.

Thanks again,
 - Geoffrey.

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Re: [osg-users] Working without PATH variables

2009-04-11 Thread Gordon Tomlinson
Hi Paul

It's just I have been through this just recently as were going through the
process of upgrading our apps to 2.81, and it caught  me out, because we
rename all the OSG dll's to match our 3rd party tools naming conventions to
avoid possible conflicts with others out in the wild etc :), 

So at first I thought it was just me forgetting to change the registry.cpp
to use our prefix, so it was fresh in my very dumb mind. And sadly right now
I'm not doing a lot of coding more managing projects and that makes me even
dumber being away from the code :(

And apologies  Paul , I  did not mean to come off short  before,  dang it
seems I'm doing that lot recently ( even an old  crusty sarcastic git like
me), must not be getting enough good beer or something...


__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__


-Original Message-
From: Paul Martz [mailto:pma...@skew-matrix.com] 
Sent: Saturday, April 11, 2009 6:33 PM
To: gor...@gordon-tomlinson.com; 'OpenSceneGraph Users'
Subject: RE: [osg-users] Working without PATH variables

Hi Gordon -- I didn't intend to imply that OSG will look for _plugin_ DLLs
in the OS DLL search path. You're right, of course -- it doesn't. Sorry for
the confusion.

OSG searches for plugins in the directories set in setLibraryFilePathList().

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gordon
Tomlinson
Sent: Saturday, April 11, 2009 12:58 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Working without PATH variables

That's not quite true Paul. OSG provides the search place for the Plug-ins
to OSG not the OS and by default does not search in the current or exe's
directory it looks for a ./pluginsXXX directory. Personally I would like to
see OSG search the current and or same directory  as the EXE for its
.plug-ins as part of its default search as well . As we do not ship plug-ins
in a sub dir and have a different naming scheme to boot.

See this http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14 for how windows
searches for dll's ( OSG breaks this search when it comes to Plugin DLL's )


As to not using setting PATHS or environments vars not ever one can,
unfortunately the majority of our customer machines simply do not allow
these to be set or altered at any time by any one or program


__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Saturday, April 11, 2009 2:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Working without PATH variables

How your executable finds DLLs is up to your OS. So if you don't want to use
PATH, and I assume you don't want to statically link, then you'll need to
put your DLLs somewhere where the OS will find them. That's really a Windows
question and is the same issue for any project, not just OSG.

OSG _does_ (or, at least, it used to) link statically. So if that's an
option for you, give that a try.

The osgDB has some controls built into it that weren't mentioned previously
in this thread, so I wanted to throw these out. Look for something like
setLibraryFilePathList() in the Registry. You can control it externally with
the OSG_LIBRARY_PATH env var. OSG will look for plugins in this location.

Also look at setDataFilePathList(), you can specify directories for OSG to
search when loading data files. This is controlled externally with the
OSG_FILE_PATH env var.

So you really have quite a few options here.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff
Sent: Friday, April 10, 2009 7:27 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Working without PATH variables

Thankyou for the quick replies guys, I'll try those suggestions. As for what
I'm working with, I usually develop on Windows, simply because I like
VisualStudio as an IDE. My software is generally designed to work anywhere
if I can wrangle it.

Thanks again,
 - Geoffrey.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10071#10071





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Re: [osg-users] Windows users - VS2008 comments

2009-04-06 Thread Gordon Tomlinson
Something we have been told on 2VS2008 is the trick with upgrading projects
is not to led VS2008 doit , simply open the proje files in a tex editor and
manually change the version number from 2005 to 2008 version

 


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Gordon Tomlinson 

 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Donald
Cipperly
Sent: Monday, April 06, 2009 6:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Windows users - VS2008 comments

 

We upgraded from VS2003 to VS2008 a few months ago and the only issue we ran
into was in the conversion of existing projects from VS2003 to VS2008.  It
seems there are a few issues with optimization settings from converted
projects.  Some of our projects that were showing as having /O2
optimization, where actually being built with no optimization.  We just
decided to re-create the projects in VS2008 and have not had any issues
since then.

- Donny



On Sat, Apr 4, 2009 at 11:30 AM, sherman wilcox wilcox.sher...@gmail.com
wrote:

Slightly off-topic for this mailing list but here goes. For the
Windows users out there, those of you that are using or know of
developers using VS2008 - any comments? Problems, benefits, pros/cons?

My project is using VS2005 and has been for a while now but I'm
considering switching to VS2008. In my case there's only one reason -
the /MP benefit. /MP enables parallel compilation. For multiprocessor
or multicore systems it's a real performance increase. I'm not talking
about parallel builds of multiple projects but compiling multiple
modules in the same project(s) in parallel. On VS2005 /MP is
undocumented but works, mostly. It's a tremendous performance boost.
However, I've ran into a PDB corruption issue here as of late. Error
C2471. Not sure why it's suddenly happening as I've been using /MP for
a long while now. I believe Gordon warned me this could happen and it
has. I phoned Microsoft about this and they said that /MP is
unsupported on VS2005 and I have no recourse but to either not use
that feature (no way - too fast) or upgrade to VS2008. So, I may be
upgrading. However, there are numerous developers on my project and I
want to have a clear understanding of any potential issues before
moving forward. I'll be purchasing a copy to test but I'd like to hear
from the list.
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Re: [osg-users] Windows users - VS2008 comments

2009-04-04 Thread Gordon Tomlinson
The parallel switch works just great in 2005, we have been using for ages...
not had an issue yet, need to ensure dependencies are set right  though

( don't know is 2008 does it any better )

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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of sherman
wilcox
Sent: Saturday, April 04, 2009 12:30 PM
To: OpenSceneGraph Users
Subject: [osg-users] Windows users - VS2008 comments

Slightly off-topic for this mailing list but here goes. For the
Windows users out there, those of you that are using or know of
developers using VS2008 - any comments? Problems, benefits, pros/cons?

My project is using VS2005 and has been for a while now but I'm
considering switching to VS2008. In my case there's only one reason -
the /MP benefit. /MP enables parallel compilation. For multiprocessor
or multicore systems it's a real performance increase. I'm not talking
about parallel builds of multiple projects but compiling multiple
modules in the same project(s) in parallel. On VS2005 /MP is
undocumented but works, mostly. It's a tremendous performance boost.
However, I've ran into a PDB corruption issue here as of late. Error
C2471. Not sure why it's suddenly happening as I've been using /MP for
a long while now. I believe Gordon warned me this could happen and it
has. I phoned Microsoft about this and they said that /MP is
unsupported on VS2005 and I have no recourse but to either not use
that feature (no way - too fast) or upgrade to VS2008. So, I may be
upgrading. However, there are numerous developers on my project and I
want to have a clear understanding of any potential issues before
moving forward. I'll be purchasing a copy to test but I'd like to hear
from the list.
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Re: [osg-users] osgshadow not functional

2009-03-28 Thread Gordon Tomlinson
One thing to get it working would be to buy  a card they REALLY supports
OpenGL like an Nvidia Card.

 

 

 

 


__

Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com http://www.vis-sim.com/  www.gordontomlinson.com
http://www.gordontomlinson.com/  


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru
Sent: Saturday, March 28, 2009 4:40 PM
To: OpenSceneGraph Users
Subject: [osg-users] osgshadow not functional

 

Hello forum,


osgshadow is giving the following error:


*
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)





I am running on ubuntu with ATI X1600 that supports OpenGL 2.1.


What are things i have to look into to  get that working?


Regards
Sajjad

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