[osg-users] CompositeViewer and osgViewer::ScreenCaptureHandler
I have 4 osgViewer::View's I want to grab and save an image from each. I tried to use osgViewer::ScreenCaptureHandler as part of the composite view but only one view is captured. Then I tried to addEventHandler() to each individual view to test capturing one at a time but it only captured one camera/window with the same view even if the mouse focus is switched from one view to another. In the latter case, I even tried creating 4 separate ScreenCaptureHandler's to addEventHandler() to each osgViewer::View. Can someone suggest how and if osgViewer::ScreenCaptureHandler can be used in this way? thanks very much! -t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Advise on SLI dual quad buffered stereo display
Hi Robert, to answer your question I want to drive 4 stereoscopic displays in CAVE-like environment with active shutter glasses (frame sync hardware will be required). I haven't set up anything yet, but I plan on buying HW in the next few weeks. :-) I had found a very old thread, Oct 7 2010, "subj:OSG seems to have a problem scaling to multiple windows on multiple graphics cards", but the landscape of HW,drivers, and OSG has changed quite a bit since then. ... Thanks, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66481#66481 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] test
test ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Advise on SLI dual quad buffered stereo display
I am considering two options for a high performance multi-screen 3D stereo rendering engine (2 high res). One option is a cluster of 2 machines with separate cards + Famesync (quad buffering). The second is of course combining and using SLI to drive two separate displays, which will be more cost effective and simpler to manage. I am thinking of going with Maxwell Quadro M5000's Before I went head long into this latter option, would anyone like to share advise/experience for general OSG window/viewport configuration? I can work with Linux or Windows... thanks all, ted ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Advise on SLI dual quad buffered stereo display
I am considering two options for a high performance multi-screen 3D stereo rendering engine (2 high res). One option is a cluster of 2 machines with separate cards + Famesync (quad buffering). The second is of course combining and using SLI to drive two separate displays, which will be more cost effective and simpler to manage. I am thinking of going with Maxwell Quadro M5000's Before I went head long into this latter option, would anyone like to share advise/experience for general OSG window/viewport configuration? I can work with Linux or Windows... thanks all, ted ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer Node render order problem Win32 osg 3.4
Hello Robert, The thread is getting a little stale but shall I say not forgotten if gone. ;-y I wanted to only reply that the problem was due to the osg::camera as declared within my method from the code above as: // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::Camera* camera = new osg::Camera; simply needed to be declared on the heap as a member of the class and all worked perfectly fine there after. As a final note: I also changed the code to use osgViewer::View for the osgViewer::CompositeViewer as well-- thanks very much for that guidance. All the Views were already declared as members of my class. -t On Mon, Nov 30, 2015 at 11:40 AM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Ted, > > With a quick scan of your post I can't spot a reason for the redendering > order issue, in general I would expect that OSG-3.4 will be functioning > more correctly than OSG-2.8.x as there have been lots of improvements over > the years, sometimes fixes actually mean that something that worked by > fluke before no longer works as the OSG is actually doing what the settings > are telling it to rather than ignoring them. So spotting the undefined > elements may well be key. > > As a general note, osgViewer::CompositeViewer should have osgViewer::View > attached to it NOT osgViewer::Viewer as you are doing - it's a composite of > View's not composite of Viewer. If you look at all the OSG example they > illustrate the correct usage. It might be that this helps address the > problem you are seeing. > > If it doesn't then modifying an existing OSG example to illustrate your > usage case and share this as a complete example so that others can > reproduce the problem first hand. > > Robert. > > > On 30 November 2015 at 16:39, ted morris <ted.mor...@gmail.com> wrote: > >> >> Greetings OSG'ers. >> >> I have a program which utilizes CompositeViewer to render a "corner >> window" view of my scene graph, within a bigger main window view. To >> achieve a boarder effect around the corner window viewport, a HUD overlay >> used to render a grey box underneath the 2nd view corner window. >> >> It worked without a hitch in an older version, 2.8.5 win32 of >> OpenSceneGraph (build with VisualStudio). >> >> But when I recompiled the program with a later built version >> (CMake.exe/VS 2013), I get rather strange object rendering order problems >> with the objects in the same scene graph with the **2nd, corner window** >> of the osgCompositeViewer. The **first main window** renders perfectly >> fine. The essence of the code is below. A lot of extra code is used for >> determining the appropriate window and HUD boarder 'frame' dimensions and >> camera view frustums, but barring that, it is pretty straight forward and >> not much to it, I think. >> >> To simplify the code a little bit for brevity, I have the removed >> Trackball code because with much testing on various configurations this >> doesn't change the observed behavior anyway (nor does any lighting mode). >> >> I did try clone(osg::CopyOp::SHALLOW_COPY) of the entire scene graph >> model, and even re-creating parts ofit from scratch and the same >> strange rendering order behavior resulted. >> >> Any advice or insights would be greatly appreciated, >> >> thanks all, >> >> ted >> >> >> >> . >> . >> . >> // osgViewers decl on the heap >> osg::ref_ptr m_viewer; >> osg::ref_ptr m_OVERLAYviewer; >> osg::ref_ptr m_dualviewer; >> osg::Camera * m_HUDcam; >> // view manipulators configured and constrained as appropriate... >> // <-- code removed for brevity...> >> osgGA::NodeTrackerManipulator * m_Camera_followcar; >> osgGA::NodeTrackerManipulator::TrackerMode m_trackerMode; >> osgGA::NodeTrackerManipulator::RotationMode m_rotationMode; >> osgGA::TrackballManipulator * m_tbm; >> >> // NOTE: gw is a wxWidgets OpenGL context canvas set up earlier... >> m_viewer->getCamera()->setGraphicsContext(gw); >> m_viewer->getCamera()->setClearColor(osg::Vec4(153./0xff, 216./0xff, >> 238./0xff, 1.0)); >> // use CullMask to hide rendering of specific nodes in the scene >> m_viewer->getCamera()->setCullMask(0x04); >> >> m_viewer->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); >> >> // create a camera to set up the projection and model view matrices, and >> the subgraph to drawn in the HUD >> osg::Camera* camera = new osg::Camera; >> >> // set the proje
[osg-users] CompositeViewer Node render order problem Win32 osg 3.4
Greetings OSG'ers. I have a program which utilizes CompositeViewer to render a "corner window" view of my scene graph, within a bigger main window view. To achieve a boarder effect around the corner window viewport, a HUD overlay used to render a grey box underneath the 2nd view corner window. It worked without a hitch in an older version, 2.8.5 win32 of OpenSceneGraph (build with VisualStudio). But when I recompiled the program with a later built version (CMake.exe/VS 2013), I get rather strange object rendering order problems with the objects in the same scene graph with the **2nd, corner window** of the osgCompositeViewer. The **first main window** renders perfectly fine. The essence of the code is below. A lot of extra code is used for determining the appropriate window and HUD boarder 'frame' dimensions and camera view frustums, but barring that, it is pretty straight forward and not much to it, I think. To simplify the code a little bit for brevity, I have the removed Trackball code because with much testing on various configurations this doesn't change the observed behavior anyway (nor does any lighting mode). I did try clone(osg::CopyOp::SHALLOW_COPY) of the entire scene graph model, and even re-creating parts ofit from scratch and the same strange rendering order behavior resulted. Any advice or insights would be greatly appreciated, thanks all, ted . . . // osgViewers decl on the heap osg::ref_ptr m_viewer; osg::ref_ptr m_OVERLAYviewer; osg::ref_ptr m_dualviewer; osg::Camera * m_HUDcam; // view manipulators configured and constrained as appropriate... // <-- code removed for brevity...> osgGA::NodeTrackerManipulator * m_Camera_followcar; osgGA::NodeTrackerManipulator::TrackerMode m_trackerMode; osgGA::NodeTrackerManipulator::RotationMode m_rotationMode; osgGA::TrackballManipulator * m_tbm; // NOTE: gw is a wxWidgets OpenGL context canvas set up earlier... m_viewer->getCamera()->setGraphicsContext(gw); m_viewer->getCamera()->setClearColor(osg::Vec4(153./0xff, 216./0xff, 238./0xff, 1.0)); // use CullMask to hide rendering of specific nodes in the scene m_viewer->getCamera()->setCullMask(0x04); m_viewer->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix //camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); m_width_fraction_of_mainW = 0.225; // 0.25; m_height_fraction_of_mainW = 0.275; //(1.0/3.0); // ll => "lower left", ur => "upper right" int xll = -(int)(m_width_fraction_of_mainW * m_viewersize.GetX())/2; int yll = -(int)(m_height_fraction_of_mainW * m_viewersize.GetY())/2; int yur = -yll; double left = (double)xll/(double)(yur-yll); double right = -left; double bottom = -0.5; double top = 0.5; double zfar = 13000.0; // make arbitrarily huge ... but not too big so for things like a skydome won't get clipped double znear = 4.5; // scale everything so clipping plane is about 0.25 meters double scale_fac = 0.5/znear; znear *= scale_fac; left *= scale_fac; right *= scale_fac; top*= scale_fac; bottom *= scale_fac; camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. // we don't want the camera to grab event focus from the viewers main camera(s). //camera->setAllowEventFocus(true); camera->setAllowEventFocus(false); double cornerX0 = 1.0 - m_width_fraction_of_mainW; double cornerY0 = 1.0 - m_height_fraction_of_mainW; camera->setViewport( (int)( cornerX0 * m_viewersize.GetX()+5 ), (int)( cornerY0 * m_viewersize.GetY()+5 ), (int)( m_width_fraction_of_mainW * m_viewersize.GetX()-5 ), (int)( m_height_fraction_of_mainW * m_viewersize.GetY()-5 ) ); zfar = 1; camera->setProjectionMatrixAsFrustum(left,right, bottom, top, znear, zfar); camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setGraphicsContext(gw); camera->setCullMask(0x02); camera->setRenderOrder(osg::Camera::POST_RENDER,1); // =false: we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(true); //(false); m_OVERLAYviewer->setCamera(camera); m_OVERLAYviewer->getCamera()->setGraphicsContext(gw); // m_Camera_followcar = new osgGA::NodeTrackerManipulator; . . . // set up the scene for the camera and camera view using the loaded scene // model m_OVERLAYviewer->setSceneData(themodel); // try HUD slave cam for drawing a boarder m_HUDcam = new osg::Camera; //HUDcam->setProjectionMatrixAsOrtho(0.5*xll,0.5*xur,0.5*yll, 0.5*yur, -1000.0,1000.0); m_HUDcam->setProjectionMatrix( osg::Matrix::ortho2D(0, m_viewersize.GetX(),0, m_viewersize.GetY())); // don't let other cam influence this camera's transform view matrix m_HUDcam->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // only clear the depth
[osg-users] strange behavior
hi, I am using 3.4.0 with VisualStudio 2013, Win 8.1/x64, which all built fine (examples all work as expected). So, I wrote a very simple program, which unfortunately renders the cube offset from the horizontal axis, instead of being centered. The bounding sphere center = 0,0,0. If I instead add: view1.setUpViewInWindow(0, 0, image_width, image_height); then it renders as expected at the center of the window with the default node trackball camera manipulator. Would anyone have a clue why am I observing this behavior and how to correct the problem? #include "stdafx.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int _tmain(int argc, _TCHAR* argv[]) { float dimx = 2.0, dimy = 2.0, dimz = 2.0; osg::ref_ptr cube_primitive(new osg::Box(osg::Vec3f(0, 0, 0), dimx, dimy, dimz)); osg::ref_ptr shape(new osg::ShapeDrawable(cube_primitive.get())); shape->setColor(osg::Vec4(8.0, 0.2, 0.0, 1.0)); osg::ref_ptr shapegeode = new osg::Geode; shapegeode->addDrawable(shape.get()); osg::Group * SceneNode = new osg::Group; SceneNode->addChild(shapegeode); osg::BoundingSphere bsphere = SceneNode->getBound(); osg::Vec3d center = bsphere.center(); printf(" *bsphere: %f,%f,%f\n", center.x(), center.y(), center.z()); osgViewer::Viewer view1; view1.setSceneData(SceneNode); view1.realize(); view1.run(); return 0; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] page though multiple files
Greetings, I'm using osgDB::readNodeFile(m_ply_filename) in a keyboard event handler to update a scenegraph node. What is the best way to update the scenegraph to display this data in the osg::viewer? The group and the child node underneath it are in scope (I checked) but the scenegraph isn't updating with the new data. I also see that bounding properties are updating as well. thanks for any tips or advice, t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Kinect
Hi Chris, I think your plot is misrepresenting the appropriate feature space for this analysis. You are missing estimated component angles of each ray extending from the image plane to the surface target + angle of incidence. I would simplify the scene substantially; why not take a flat surface (a piece of foam board with know dimensions) and place it in an open space at a few known distances from the sensor? You can then also rotate the image plane about a couple estimated angles. Then plot errors perhaps as a function of distance vs. sqrt( angle_x^2 + angle_y^2), as a start. I would recommend that you take a look at a paper: Anderson, D., Herman, H., Kelly A., Experimental Characterization of Commercial Flash Ladar Devices, International Conference On Sensing, 2005. Yes, it is different technology but the error analysis used there I think would be relevant. cheers, t On Fri, Mar 4, 2011 at 12:03 PM, Chris 'Xenon' Hanson xe...@alphapixel.comwrote: I recently published some info I've learned about Kinect on my web page. http://xenon.arcticus.com/kinect-z-buffer-noise-and-audio-beam-steering-precision I'd like to talk to other OSG people who are using, or plan to use Kinect, and see what you're up to. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
yes... I'll have to have a closer look at this when I have some time. Thanks for spending to the to develop an interface for this functionality; I think it will be very useful. -t On Sun, Feb 13, 2011 at 5:48 AM, Torben Dannhauer tor...@dannhauer.infowrote: Hi Tedzini, I'm not very familiar with CIGI, but it seem to be a communication library for communication with the sim-host. I'm quite sure you can use CIGI not only for managing the camera but also for managing objects you want to display. Currently osgVisuals cluster module is used to transport objects or camera modifications from the master to all slaves, but maybe that UDP implementation could be replaced by CIGI - it mainly depends on the performance. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36587#36587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
this indeed has caught my eye as well. But I am not familiar with the CIGI standard. Would this include the ability to manage object motions and behaviors across the cluster? (e.g., not only camera positioning). thnx, t On Fri, Feb 4, 2011 at 11:40 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Torben, Thanks for the information. I ask this because I'm currently working on doing a CIGI tie-in to an OSG-based IG backend I've been developing. I'm not a proponent for reinventing the wheel so to speak so I'm always on the lookout for other options in this regard. osgVisual would be something I would seriously consider using if it supported CIGI. Unfortunately our hosts talk CIGI so we need this support. By way of interest, I have found another OSG-based IG solution called SubrScene that does talk CIGI but it appears to be using a pretty old version of OSG. I'm not sure it's OpenSource so updating it to the current OSG might not be an option. SubrScene is included with the distribution of OpenEaagles which is OpenSource. I will still play with osgVisual to see what it has to offer...:) Regards, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Friday, February 04, 2011 12:06 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Camera control in osgvisual Hi S2LR, Yes, there were plans to create a CIGI implementation of extLink. Unfortunately for more than one year the project is not funded so all developments are competetive to my job. Therefore I can't spend as many hours as I would like to and CIGI support ist not on top of my todo stack.. But I would like to support any development in the direction of CIGI! It would be an improvement because currently only my proprietary extLink implementation is available. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36357#36357 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Line-laser based, 3D point cloud capture from camera
thats it... and interesting feedback- I see the green lasers cost significantly more. thanks all! On Wed, Feb 9, 2011 at 1:35 PM, Ted Morris ted.mor...@gmail.com wrote: Hi, I accidentally submitted the last post with a horrible subject line. So this is a repost. I seem to recall recent a post perhaps about a month ago about sofware to capture 3D objects using a laser generated line and camera. Would anyone have recollection or info on that? I'm very sorry for the 'double-post'!, Cheers, Ted Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36505#36505 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Robot visualization software
Hi, Slightly off-topic perhaps -- but would anyone out there have recommendations for OpenSource software to visualize 3D robot or human motion kinematics? Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36503#36503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Just can't remember
Hi, I seem to recall recent a post perhaps about a month ago about sofware to capture 3D objects using a laser generated line and camera. Would anyone have recollection or info on that? Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36504#36504 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Line-laser based, 3D point cloud capture from camera
Hi, I accidentally submitted the last post with a horrible subject line. So this is a repost. I seem to recall recent a post perhaps about a month ago about sofware to capture 3D objects using a laser generated line and camera. Would anyone have recollection or info on that? I'm very sorry for the 'double-post'!, Cheers, Ted Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36505#36505 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] osglogo link failed with Xcode 3.2, osg2.8.3, MAC OSX 10.6
Hi, From a previous post regarding unresolved externals, I decided to mimic as close as possible how one of the examples were built from the openscenegraph.xcode project. In this case, I tried two methods. First, I built the Xcode project from scratch, including the various frameworks, and macro defs, etc. In the second, instead of the osglogo app, I started with the osg template. I made sure that the frameworks were referenced to the OpenSceneGraph 2.8.3 carbon 32 bit release frameworks. In Either cases, everything compiles correctly but I still get this error: snip Undefined symbols: OpenThreads::Atomic::operator--(), referenced from: osg::Referenced::unref() constin main.o ld: symbol(s) not found collect2: ld returned 1 exit status snip The generated link line, building for 32bit i386, for the 2nd template test contains the OpenThreads framework (and it is in the same dir as the other osg Frameworks), as shown below: Ld build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test normal i386 cd /Users/tmorris/osgapp_template_test /Developer/usr/bin/g++-4.2 -arch i386 -L/Users/tmorris/osgapp_template_test/build/Development -F/Users/tmorris/osgapp_template_test/build/Development -F/Users/tmorris/Library/Frameworks -filelist /Users/tmorris/osgapp_template_test/build/osgapp_template_test.build/Development/osgapp_template_test.build/Objects-normal/i386/osgapp_template_test.LinkFileList -framework OpenThreads -framework Carbon -framework OpenGL -framework osg -framework osgDB -framework osgFX -framework osgGA -framework osgIntrospection -framework osgManipulator -framework osgParticle -framework osgSim -framework osgTerrain -framework osgText -framework osgUtil -framework osgViewer -o /Users/tmorris/osgapp_template_test/build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test snip The osglogo.cpp code produces the same result, and therefore I don't repeat it. I know the frameworks and plugins built correctly because all the example and executable apps compiled and bundled successfully. Has anyone come across a similar problem like this? I've stared and plated with various linker and compile flags and I'm stumped. Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35559#35559 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] app unresolved link errors: carbon 32bit OpenThreads.framework on MAC OSX 10.6.5
Hi, This is driving me mad. I didn't have this problem when I built 64bit cocoa, but I had to backstep to carbon due to some issues with wxWindow 2.9.1 cocoa 64bit compatibility issues at the moment.6 I get the following unresolved OpenThreads link error with GCC 4.2/Xcode 3.2, running OSX 10.6.5. snip OpenThreads::Atomic::operator--(), referenced from: . copious compiled objects... listed here . OpenThreads::Atomic::operator++(), referenced from: . . copious compiled objects... listed here... . . ld: symbol(s) not found collect2: ld returned 1 exit status Build Failed 2 errors snip The Xcode 3.2 compile command, which is rather thick since it includes static *.a for wxWindows/carbon 32bit, looks like this: snip setenv LANG en_US.US-ASCII /Developer/usr/bin/gcc-4.2 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O3 -mdynamic-no-pic -Wreturn-type -Wswitch -Wunused-variable -Wunknown-pragmas -D__USE_OSX_AGL_IMPLEMENTATION__ -D__WXOSX_CARBON__ -D_FILE_OFFSET_BITS=64 -DWX_PRECOMP -D__WXOSX__ -D__WXMAC__ -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/TruckWatch-generated-files.hmap -I/Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/TruckWatch-own-target-headers.hmap -I/Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/TruckWatch-all-target-headers.hmap -iquote /Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/TruckWatch-project-headers.hmap -Wno-write-strings -F/Users/tmorris/TruckWatch/build/Release -F/Users/tmorris/TruckWatch/../OpenSceneGraph-2.8.3/Xcode/OpenSceneGraph/build/Release 32bit C arbon -I/Users/tmorris/TruckWatch/build/Release/include -I/Users/tmorris/RoboTruck/TruckWatch -I/Users/tmorris/wxWidgets-2.9.1-orig/include -I/Users/tmorris/wxWidgets-2.9.1-orig/lib/wx/include/osx_carbon-unicode-static-2.9 -I/Users/tmorris/OpenSceneGraph-2.8.3/include -I/Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/DerivedSources/i386 -I/Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/DerivedSources -include /var/folders/HQ/HQC4U1niHpyYgLMkH2CfEk+++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/TruckWatch_Prefix-cjhobyseblptyxewbsjxcsitkdpo/TruckWatch_Prefix.pch -DDARWIN_QUICKTIME -DUSE_DARWIN_CARBON_IMPLEMENTATION -DGLU_TESS_CALLBACK_TRIPLEDOT -c /Users/tmorris/TruckWatch/../RoboTruck/TruckWatch/TM_MainFrame.cpp -o /Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/Objects-normal/i386/TM_MainFrame.o snip And the link command, also rather thick-- however note the framework reference to OpenThreads (-framework OpenThreads) looks like this: setenv MACOSX_DEPLOYMENT_TARGET 10.5 /Developer/usr/bin/g++-4.2 -arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -L/Users/tmorris/TruckWatch/build/Release -L/Users/tmorris/TruckWatch/../wxWidgets-2.9.1-orig/librelease -F/Users/tmorris/TruckWatch/build/Release -F/Users/tmorris/TruckWatch/../OpenSceneGraph-2.8.3/Xcode/OpenSceneGraph/build/Release 32bit Carbon -filelist /Users/tmorris/TruckWatch/build/TruckWatch.build/Release/TruckWatch.build/Objects-normal/i386/TruckWatch.LinkFileList -mmacosx-version-min=10.5 -framework osg -framework osgAnimation -framework osgDB -framework osgFX -framework osgGA -framework osgIntrospection -framework osgManipulator -framework osgParticle -framework osgShadow -framework osgSim -framework osgTerrain -framework osgText -framework osgUtil -framework osgViewer -framework osgVolume -lwx_baseu_net-2.9 -lwx_baseu_xml-2.9 -lwx_baseu-2.9 -lwx_osx_carbonu_adv-2.9 -lwx_osx_carbonu_aui-2.9 -lwx_osx_carbonu_core-2.9 -lwx_osx_carbonu_gl-2.9 -lwx_osx_carbonu_html-2.9 -lwx_osx_carbonu_medi a-2.9 -lwx_osx_carbonu_propgrid-2.9 -lwx_osx_carbonu_qa-2.9 -lwx_osx_carbonu_ribbon-2.9 -lwx_osx_carbonu_richtext-2.9 -lwx_osx_carbonu_stc-2.9 -lwx_osx_carbonu_xrc-2.9 -lwxjpeg-2.9 -lwxpng-2.9 -lwxregexu-2.9 -lwxscintilla-2.9 -lwxtiff-2.9 -framework AudioToolbox -framework Carbon -framework IOKit -framework OpenGL -framework QuickTime -framework WebKit -liconv -lm -lz -framework Cocoa -framework AGL -framework OpenThreads -o /Users/tmorris/TruckWatch/build/Release/TruckWatch.app/Contents/MacOS/TruckWatch I build osg (and tested the various built apps to make sure they work) with the 32bit carbon; both release and debug. The 32bit carbon release OpenThreads.framework directory looks like this: snip teddymac:Current tmorris$ ls Headers OpenThreads Resources teddymac:Current tmorris$ ls -l total 144 drwxr-xr-x 14 tmorris staff476 Jan 6 22:23 Headers -rwxr-xr-x 1 tmorris staff 69944 Jan 6 22:23 OpenThreads drwxr-xr-x 3 tmorris staff102 Jan 6 22:23 Resources snip Anyone have any insights or advise? Again the osg example apps, etc. work fine. So, my guess is that
Re: [osg-users] [build] app unresolved link errors: carbon 32bit OpenThreads.framework on MAC OSX 10.6.5
ps: a follow up reply-- I should've mentioned I took out OpenThreads framework and I got the same errors. just can't figure out why the link won't recognize the OpenThreads.framework Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35503#35503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] imageio pluggin, MACOSX 10.6, x86_64bit build question
Hi, I would like to know why the imageio pluggin .so wasn't invoked for jpg/png images with my cocoa/x64 bit build of osg on MACOSX 10.6. For example, running some of the osg examples indicates that it was unable to load the images (although they were correctly found). Could it be the .png or .jpg extensions are forcing osg to look for the associated image pluggins? How is this supposed to be invoked, at least when running the apps from the command line? Thanks for any help- Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35292#35292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX .app bundle internal dir path rules?
Hi Len, so is that the actual name of the folder @executable_path within the App bundle, or are you inferring that is to be substituted with the actual exec path where the binary is, e.g., @MacOS, is s etc.? Just want to make sure I understand-- Thanks a lot for your help! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35270#35270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX .app bundle internal dir path rules?
Ah! thanks Stephan (and Len) for the follow up explanation. Now I get it. Cheers, Ted snip + Resources - cow.osg + aSampleFolder - dumptruck.osg You can use the copy-files build-phase of xcode to copy the various files to their correct locations. So, to get the path to cow.osg, all you need to do is: { std::string file = osgDB::findDataFile(cow.osg); osg::Node* node = osgDB::readNodeFile(file); } { std::string file = osgDB::findDataFile(aSampleFolder/dumptruck.osg); osg::Node* node = osgDB::readNodeFile(file); } snip ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35284#35284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSX .app bundle internal dir path rules?
greetings, I'm very new to MAC platforms. I'm in the process of porting an osg-based app to the mac and before I go too far with creating new 'default' search paths for required data, I would like to know if anyone can supply any insights to the actual path rules to the internal app bundle directories. For example, suppose I have a couple of databases that are needed by the app. what 'path' does the resources folder represent? e.g., if I want them under a sub-directory -- e.g., Scenes, would the 'default' path for my app be ./Scenes ? I'm just not clear how the various directories hidden in the app bundle are referenced by 1) code in general, 2) the osg image and database pluggins. Thanks in advance for advice! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35254#35254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MAC OS-X advise with OSG
Hi, I'm a complete newbie with Macs, but I am charged with the task of porting some apps that ran on Win32/64 on the Mac. In addition, the application lets students create their own dlls that are then opened interactively to test simulation solutions and visualize results. I looked at some tutorials for bundling OSG apps with Xcode. My issue is that after I downloaded Xcode it wants MAC OS X 10.6.4 (Snow Leopard) which this (new! MacBook Pro i5) laptop even after the update is still 10.5!. I am beginning to wonder if I am better off going with gnu tools instead? Should I worry about OSG apps and dylibs compiled/linked on the later OS not running on earlier MAC OS -X versions? Thanks for any advice in advance. Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34598#34598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intel GMA giving me fits with OSG 2.8.2
Hi Chris, The version I have been using is 8.15.10.2202 (8/25/2010) on Win7 6.1.7600 Home Premium. Actually, that was the latest from Micro$oft's updater but I just installed 8.15.10.2226 (10/28/2010) off the Intel driver support. I haven't had a chance to reboot (being occupied at the moment; my son can't use the 'dad ate my homework' excuse tonight). It came pre-installed with 'Intel Control Center' which had settings to force v-synch, and enable-software-vertex update, but when I run stats I was still getting crazy frame rates. Something definitely is not right with the drivers. ... thnx, t On Thu, Nov 11, 2010 at 11:14 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 11/11/2010 2:20 AM, Robert Osfield wrote: I do also wonder if we as community need to start kicking up a fuss about how crap the Intel drivers are and that they need to fix them. Bad PR sometimes can force companies to get off there backside. Last I knew, the Intel GMA drivers, while not great, did usually work. I pestered friends at Intel into fixing most of the worst bugs a few years ago. Are you 100% sure you're using a current Intel GMA driver? What exact driver version do you have, and what OS is it under? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Intel GMA giving me fits with OSG 2.8.2
Hi, I'm using the 'stable' package binaries for WinXP/Vista/7. I noticed a very interesting but problematic 'querk'. ? I have a fairly simple model (essentially a truck cab model that came with Multigen quite a few years back -- genesis I'm sure early 3.x days...). It renders just fine (osgviewer.exe) on every machine I've tried *except* my ASUS Win7 laptop that has an Intel GMA chipset for rendering. With this, the polygons get completely mangled; it looks as though the model went through a 'random Chaos machine' of sorts. I installed the latest drivers to no avail. I'm not sure what else I should do. Has anyone run accross similar problems with OSG running Windows 7 and Intel GMA running on an ASUS laptop? I've attached the model if anyone wants to try it. Thanks in advance for any tips/advise. Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33683#33683 Attachments: http://forum.openscenegraph.org//files/navistar_mg_182.ive ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hiding objects from a cloned scenegraph hides the original...
ah! -- it is so obvious once you said it. ;) thanks. t On Tue, Nov 2, 2010 at 4:34 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Ted, A shallow copy will share as much as possible of the data below the object you are calling clone on. Only a deep copy will force the data itself to be copied. As a general note, you want to avoid duplicating data as much as possible, so share as much as possible. In you case it might not be necessary to clone anything and share the whole scene graph between views. You can use a combination of NodeMask and Camera CullMask (see osg::CullSetting from which osg::Camera is derived), to enable each view to just see a portion of the scene. Robert. On Mon, Nov 1, 2010 at 9:34 PM, Ted Morris ted.mor...@gmail.com wrote: Hi, I am cloning a scenegraph for a 2nd viewer for osgCompositeView. Everytime I setNodeMask(0x0) to some objects that is part of the cloned node the objects in the original disappears as well, unless it is a CopyOp::DEEP_COPY_ALL. The problem with using DEEP_COPY_ALL is that it makes the UpdateCallback process a mess-- since I then have to contrive other mechanisms to tie in the existing, callbacks for objects in the original scene with the 'secondary' view's cloned scene graph. Or, I have to end up walking the scenegraph tree, and doing appropriate clone level flags, one by one?? Thanks to all in advance! Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33279#33279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with hud overlay
Hi, I thought this would be extremely trivial. But, perhaps I am missing something. I have a HUD ortho2D camera slaved to a main view window camera, rendering a polygon. I need to move the polygon when I resize the main window, which I attempted by simply placing the geode underneath a MatrixTransform node, first setting it to identity() and placing it under the HUD camera. However, when I did this, the polygon no longer is rendered in the window at all. Note that everything renders fine with a Geode before I placed it under the MatrixTransform. To recap this is essentially what I tried: m_HUDcam = new osg::Camera; m_HUDcam-setProjectionMatrix( osg::Matrix::ortho2D(0, m_viewersize.GetX(),0, m_viewersize.GetY())); m_HUDcam-setReferenceFrame(osg::Transform::ABSOLUTE_RF); m_HUDcam-setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. m_HUDcam-setRenderOrder(osg::Camera::POST_RENDER,0); m_HUDcam-setAllowEventFocus(false); // create the frame osg::MatrixTransform * matrixtransfm = new osg::MatrixTransform; matrixtransfm-setMatrix(osg::Matrix::identity()); // create the Geode (Geometry Node) to contain all our osg::Geometry objects. osg::Geode* geode = new osg::Geode(); osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF); matrixtransfm-setChild(0, geode); // construct the polygon(s) primitive(s) here ... // attach it to the HUD camera -- now the polygon(s) don't display. m_HUDcam-addChild(matrixtransfm); // but uncommenting this out, and polygon displays : // m_HUDcam-addChild(geode); // viewport, etc. m_HUDcam-setViewport( 0 ,0, m_viewersize.GetX(), m_viewersize.GetY()); m_HUDcam-setGraphicsContext(gw); m_viewer-addSlave(m_HUDcam, false); Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33347#33347 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with hud overlay
Excellent-- Thanks very much! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33350#33350 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] hiding objects from a cloned scenegraph hides the original...
Hi, I am cloning a scenegraph for a 2nd viewer for osgCompositeView. Everytime I setNodeMask(0x0) to some objects that is part of the cloned node the objects in the original disappears as well, unless it is a CopyOp::DEEP_COPY_ALL. The problem with using DEEP_COPY_ALL is that it makes the UpdateCallback process a mess-- since I then have to contrive other mechanisms to tie in the existing, callbacks for objects in the original scene with the 'secondary' view's cloned scene graph. Or, I have to end up walking the scenegraph tree, and doing appropriate clone level flags, one by one?? Thanks to all in advance! Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33279#33279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] previous post: Implementing a corner window within a single main osgviewer canvas
Hi, snip Posted: Sun Oct 17, 2010 9:20 pmPost subject: Implementing a corner window within a single main osgviewer canvas. I see two replies but for some reason, I can't see the responses (I'm ahead of the game?). Sorry for the trouble.:-* snip I would like to add a corner window within the main window, rendering part of my scenegraph. I've been thinking about using osghud to accomplish this task. But, before I delve into this any further, I would like to ask the group if another approach would be better. The osgviewer canvas is resizable, but I think I would keep the corner window the same size. Also, I'm only going to have the camera follow the object; I don't think handling mouse/keyboard events will be desired. I use wxWindows 2.9.x for developing the app. thanks in advance- Cheers, Ted ... Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32957#32957 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Implementing a corner window within a single main osgviewer canvas
Hi, I would like to add a corner window within the main window, rendering part of my scenegraph. I've been thinking about using osghud to accomplish this task. But, before I delve into this any further, I would like to ask the group if another approach would be better. The osgviewer canvas is resizable, but I think I would keep the corner window the same size. Also, I'm only going to have the camera follow the object; I don't think handling mouse/keyboard events will be desired. I use wxWindows 2.9.x for developing the app. thanks in advance- Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32801#32801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Manipulator initial camera pos/orientation
Hi, I need to set an initial viewpoint of my camera manipulators with respect to the local coordinate system of the object. What is the best way to go about that? Thanks! T -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26694#26694 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Suggestions for creating an (high res?) AVI from Linux OSG app
Greetings, We want to create an AVI movie to show from an OSG Linux app. And preferably it should be smooth in the end. Any good recipes any of you could share would be greatly appreciated. I can run it either in full screen or in a big window (uses SDL). Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26410#26410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch , UpdateCallback not being dissabled
okay... but I wonder why the other callbacks for the other osg::Switch children beyond child #1 don't get their updateCallbacks invoked. Perhaps I'll have to try and explicitly removed the updateCallbacks or something like that... On Sat, Mar 27, 2010 at 11:07 AM, Paul Martz pma...@skew-matrix.com wrote: Ted Morris wrote: OK, so I turn on one vehicle as in: _vehiclesw-setSingleChildOn(1); The scene just renders the single object and runs through the callback. fine. But then it also is still running through object 0 callback (although it is not being rendered in the scene). Interestingly, the other children 1 don't have their callbacks invoked under this circumstance. The UpdateVisitor constructor shows that it uses the TRAVERSE_ALL_CHILDREN traversal mode by default, so it doesn't necessarily care which child is active. If a subgraph contains update callbacks, the UpdateVisitor will traverse. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
On Thu, Mar 18, 2010 at 12:56 PM, Jason Daly jd...@ist.ucf.edu wrote: ted morris wrote: yeah, looked through that one a while ago. I was hoping there will be an osgpolytopeintersection demo out there with some of these ideas. I think the OSG Quick Start Guide uses a PolytopeIntersector to demonstrate picking. Not exactly what you're trying to do, but it at least shows how to set up the intersector. That's the only other example I know of. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org yeah, maybe if I can assign planes on each side of the cars as a PolytopeIntsersector ... I guess one will never have the 'perfect example' available. :) thanks! t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Switch , UpdateCallback not being dissabled
Greetings, A fairly simple question. I could be missing something really obvious here. I have a switch node with a bunch of MatrixTransform objects hung under it, all assigned to a particular update callback. Pretty straight forward stuff, conceptually anyway. OK, so I turn on one vehicle as in: _vehiclesw-setSingleChildOn(1); The scene just renders the single object and runs through the callback. fine. But then it also is still running through object 0 callback (although it is not being rendered in the scene). Interestingly, the other children 1 don't have their callbacks invoked under this circumstance. Am I misunderstanding something about the class usage? thanks for any tips/advice in advance, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26223#26223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
yeah, looked through that one a while ago. I was hoping there will be an osgpolytopeintersection demo out there with some of these ideas. thanks, ted On Mon, Mar 15, 2010 at 11:12 AM, Jason Daly jd...@ist.ucf.edu wrote: ted morris wrote: I have been looking for an example of using this utility PolytopeIntersector to intersect say, a bounding box, of a more complex object, with another set of objects in the scene. Are there any example snippets out there how to go about this? An example might be wanting to know if a moving car (surrounded by bounding box) hit a cone or channelizer drum (e.g., cylinder). Closest thing would be the osgintersection example. It doesn't use the PolytopeIntersector, but it might get you started. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
I have been looking for an example of using this utility PolytopeIntersector to intersect say, a bounding box, of a more complex object, with another set of objects in the scene. Are there any example snippets out there how to go about this? An example might be wanting to know if a moving car (surrounded by bounding box) hit a cone or channelizer drum (e.g., cylinder). thanks all, Ted On Fri, Mar 5, 2010 at 11:10 AM, Jason Daly jd...@ist.ucf.edu wrote: John Galt wrote: Hi, I have a noob question. Say I have a pyramid defined by points 0,1,2,3,4. And say I have another cube determined by points 5,6,7,8,9,10,11,12. How do I detect whether the entire cube falls inside the pyramid or not? What if the cube is very small and can be defined by a single point 13. Can I find out if the point 13 falls within the pyramid with a simple osg command? I think you should be able to do this with a PolytopeIntersector. Just add each face of the pyramid as a plane in the Polytope, and intersect it against the cube. The nice thing about the PolytopeIntersector is that it will work with points and lines as well as faces, so it should work for your second case. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
On Wed, Mar 3, 2010 at 10:56 AM, Mel Av melinos...@hotmail.com wrote: Hey all, Many thanks for your answers. The Vicon system uses a z-up coordinate system, with millimeter units. It sends x,y,z coordinates for a given tracked object(in that case the cap you are wearing) as well as rotation information in axis/angle form. The client I'm using converts this to three different forms I can use interchangeably: 1. Euler angles 2. Global rotation matrix 3. Quaternion Right now I am just using the viewer-getCamera()-setViewMatrix() call before the viewer.frame() call. The problem seems to be that the matrix I pass to setViewMatrix() does not seem to be correct. I use the x,y,z coordinates for the cap to set the translation matrix ( tr.makeTranslate() ) and the quaternion to set the rotation matrix ( rot.makeRotate() ). I then multiply tr * rot and pass this to setViewMatrix(). The result is that when I move closer to the projected image, the rendered objects seems to come closer, which is correct behavior, but when i rotate my head this causes the rendered objects to rotate in the opposite direction. The code I use is from the OSG Quick start guide and it was supposed to change the view according to its description. However this does not seem to be the case for two reasons, from what I found out last night reading one old camera tutorial: 1. You have to inverse the tr*rot result first 2. After you do that, you have to rotate -90 degrees about the x-axis because Matrix classes use a Y-up coordinate frame whereas the viewer uses a Z-up coordinate frame. Will these two corrections solve the problem? Will I also need to do something more advanced like dynamically changing the frustum according to the head position? yup, you will need to re-compute the proper frustum dynamically. To do that, you will need to know the position/orientation of sensor coordinate system is w.r.t. the 'window'. Then you need to transform where your head is with respect to the window. Finally you will need to know where your 'window' (what you see the world through) is w.r.t. your model world coordinate system. And of course you will need to know this for the left/right eye positions. Doing a good job to solve for these transformations might take you a little thought/time depending on your set up. But, as it seems like you have figured out as much, you can see that it can all be realized pretty easily with OSG matrix objects once you obtain the needed transformations. Sometimes, as you start to chain your transformations together, it might make things easier to break it down into smaller steps and test out what you see. With so many different conventions, etc... Thank you! Cheers, Mel P.S Sorry if my questions seem nub. I just thought I had the necessary background for understanding rotation and translation transformations but I'm completely confused by how OSG handles these and why it uses different coordinate frames in different situations. Anw, perhaps I'm confused by DirectX because camera manipulation was much easier with the separation of the Modelview matrix in two different matrices whereas in OpenGL you may be moving/rotating objects instead of the actual camera viewpoint. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25121#25121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
I did something similar a very long time ago with OSG. I set the ModelView and Projection matrix of the SceneView directly: setProjectionMatrix( _mtx_proj ) setViewMatrix(vmtx) for model view you would calculate matrix::makeLookAt and for the projection matrix you need to compute your frustum. Depends on the application how you set these up. OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? t On Tue, Mar 2, 2010 at 6:09 PM, Mel Av melinos...@hotmail.com wrote: Hey, I was wondering if anyone knows what would be the best solution for building an application where the camera is headtracked using motion captured data provided in realtime from a Vicon system in OpenSceneGraph. I can get the position and rotation of the 'real' camera (cap with infrared markers) at every frame but was not successful in using these to move the camera in OpenSceneGraph. Also I have to mention that the application is rendered in a stereo projector. Right now I'm only using the --stereo QUAD_BUFFER command line argument but I'm not sure if this is the appropriate way to do this. I apologise if this has been answered somewhere else. Any help is much appreciated. Thank you! Cheers, Mel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25082#25082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Easiest way to bundle an OSG app
Hi, I have a question for all the MSVS programming experts using OSG. I want the most straight forward way of bundling the program so I can install it on student's laptops. harvesting appropriate DLLs, etc. I built the GUI side under wxWindows (thanks to others out there for their help and tips with this). Any recommendations or hints, or 'cookbooks' would be very much appreciated. Thank you all Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24987#24987 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] node names not preserved going from flt to ive/osg
Hey all Yep -- setting OSG_OPTIMIZER to off and preserveFace and preserveObject options did the trick. thanks all! Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24054#24054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] node names not preserved going from flt to ive/osg
Greetings, I am having difficulty keeping the node names preserved from open flight files (OpenFlight 15.x vintage, I believe) when converted to ive or osg, using osgconv.exe. Essentially, the files have a few LOD nodes with different named, group nodes underneath each of them. Almost all the node names I see in the ive file (or osg file) are no longer preserved, when I examine them within my node visitor in the debugger. When I load the OpenFlight file instead, it is exactly as expected. Is this a common problem, and if so, recommendations on a work-around would be very much appreciated. Loading ive is preferable. thanks all, ted ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node following Camera Manipulator problem on Win32
On Wed, Feb 3, 2010 at 11:09 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hello Ted, thanks very much for any insights, suggestions, help-- Sending the same message three times won't get answers quicker... yeah -- it didn't show up back on my e-mail so i thought i goofed on the address. :-\ I have never tried the code you're referring to, so other than suggest to trace into the code (or place breakpoints where the OSG view matrix is updated and in your update callback to make sure the sequence is correct) I can't really do much for you. But if you want a camera manipulator to track a node, why don't you use the osgGA::NodeTrackerManipulator? I've used that in the past, and it works well in my experience (though you must track something that has a valid bounding sphere - we tried using it to track DOF nodes without children and we had to set an initial bound on those or it wouldn't track them correctly, because of culling). Also it has the advantage of being part of the core OSG, so you can get support for it and if it doesn't work someone will fix it whereas I think the NPS tutorials are pretty old and don't necessarily represent recent changes to the API and services that OSG provides. Oh, well that is great advise -- I didn't even know about that built in -- duh! Man, it has been a while since I worked the library-- I shall definitely give it a try. Hope this helps, very high probability it will. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgGA::NodeTrackerManipulator
Hi, thanks for suggesting osgGA::NodeTrackerManipulator to follow my object. How do I get the Camera to stop accumulating the positions of the object? It keeps getting pushed further and further away as the object is displaced throughout the path (via a MatrixTransform node). Or, it is if the Camera keeps getting 'pushed' further away as the object is being displaced. Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23636#23636 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA::NodeTrackerManipulator
yep -- that fixed it. thanks, T On Wed, Feb 3, 2010 at 3:05 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Ted, Or, it is if the Camera keeps getting 'pushed' further away as the object is being displaced. I remember seeing this too. The trick is not to track the MatrixTransform itself, but to track its child (if there is no unique child, then reformat your graph by creating a single osg::Group below the MatrixTransform that contains the MatrixTransform's old children). For some reason when you setTrackNode(some MatrixTransform) the transform's matrix is applied twice which is what I think you're seeing. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Manipulator
Greetings, I'm running into a little snag here. I utilized the CameraNodeFollower Camera Manipulator as presented in the NPS tutorial. For all who don't know it basically attaches a node with a NodeCallback that obtains the current NodePath of the parent, and multiplies its own offset from the parent which is then 'followed'. e.g., : struct updateAccumulatedMatrix : public osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { matrix = osg::computeWorldToLocal(nv-getNodePath() ); traverse(node,nv); } osg::Matrix matrix; }; OK. What is happening is rather strange. It is attached to a MatrixTransform object. When the MatrixTransform is updated with an UpdateCallback, the underlying object jitters every 1/2 to every 1 second (variable). It is as if the updating of the object in 'out of synch' with the CameraNodeFollower CameraManipulator When I just attached a built-in CameraManipulator, for example a sgGA::TrackballManipulator, I don't have the problem. So, it must something with how I am implementing this NodeFollowerManipulator. I tried setDataVariance to DYNAMIC on both the MatrixTransform node (parent) and the child node with the UpdateCallback attached as above, and that didn't do anything. I also played with: viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); no change. Any ideas how to fix this or what might be happening here? thanks, Ted ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Manipulator problem
Greetings all, I'm using the CameraManipulator from the NPS 11.x tutorial to follow a MatrixTransform object. The MatrixTransform position/orientation per usual with an Node UpdateCallback. The manipulator simply attaches a node to the MatrixTransform node with a callback which grabs the parent NodePath (of the MatrixTransform node), represented in WOrld coordinates; i.e., per the demo code:. snip struct updateAccumulatedMatrix : public osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { matrix = osg::computeWorldToLocal(nv-getNodePath() ); traverse(node,nv); } osg::Matrix matrix; }; snip What happens is that the camera appears to occasionally be updated with the previous frame's parent object position/orientation. The affect is that it will 'jitter' say, every 10 frames or something like that... I tried to setDataVariance(osg::Object::Dynamic) for both the MatrixTransform and the node and still the same problem. But, when I attach a built in CameraManipulator to the viewer I don't have the problem. It is as if the node with the Callback is being called sometimes before, or sometimes after, the MatrixTransform parent object's callback. Possible? What might I be missing? Is there a way to control when the CameraManipulator is updating the view matrix? the app is running under WinXP 32b through wxWIndows/Visual Studio9, if that matters. thanks very much for any insights, suggestions, help-- t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wxWindows osg viewer question/example
Yeah, I found it -- in the examples. just looking in the wrong place. duh! thanks very much. -t 2009/12/17 Charles Cossé cco...@gmail.com Ted, The code I directed you to is pure C++, and nothing Python about it. -C On Thu, Dec 17, 2009 at 12:33 PM, ted morris ted.mor...@gmail.com wrote: hi Charles, thanks for sharing that. Actually this is in VC++ and not Python. -ted 2009/12/17 Charles Cossé cco...@gmail.com Ted, I have some example code on my website: http://new.asymptopia.org/staticpages/index.php?page=G4OSG I did a lot of work getting OSG and WX to coexist nicely ... this actual code depends on Geant4 toolkit as well, in order to compile, but the embedded OSGCanvas stuff is fairly well kept separate throughout the code. -Charles Cosse On Thu, Dec 17, 2009 at 9:55 AM, ted morris ted.mor...@gmail.comwrote: Greetings, This will only make sense for those who have worked with wxWindows and OSG. I'm trying to include the OSGCanvas widget as part of a wxBoxSizer. For example, adding a wxPanel with controls below the OSGCanvas in the main wxFrame. I'm rather new to wxWindows. I started working off from the example supplied with the distro. My guess is that widget pointers are going on the stack instead of the heap but I just can't nail down the problem. Would anyone out there be willing to share an example snippet the illustrates the idea? I'm programming under winXP, using MSVS 2008 (v9). thanks in advance for any advise, examples, or help! cheers, t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wxWindows osg viewer question/example
ps: on a different note, from a traffic person, I like www.betterbusroute.com . t www.mto.umn.edu On Fri, Dec 18, 2009 at 10:56 AM, ted morris ted.mor...@gmail.com wrote: Yeah, I found it -- in the examples. just looking in the wrong place. duh! thanks very much. -t 2009/12/17 Charles Cossé cco...@gmail.com Ted, The code I directed you to is pure C++, and nothing Python about it. -C On Thu, Dec 17, 2009 at 12:33 PM, ted morris ted.mor...@gmail.comwrote: hi Charles, thanks for sharing that. Actually this is in VC++ and not Python. -ted 2009/12/17 Charles Cossé cco...@gmail.com Ted, I have some example code on my website: http://new.asymptopia.org/staticpages/index.php?page=G4OSG I did a lot of work getting OSG and WX to coexist nicely ... this actual code depends on Geant4 toolkit as well, in order to compile, but the embedded OSGCanvas stuff is fairly well kept separate throughout the code. -Charles Cosse On Thu, Dec 17, 2009 at 9:55 AM, ted morris ted.mor...@gmail.comwrote: Greetings, This will only make sense for those who have worked with wxWindows and OSG. I'm trying to include the OSGCanvas widget as part of a wxBoxSizer. For example, adding a wxPanel with controls below the OSGCanvas in the main wxFrame. I'm rather new to wxWindows. I started working off from the example supplied with the distro. My guess is that widget pointers are going on the stack instead of the heap but I just can't nail down the problem. Would anyone out there be willing to share an example snippet the illustrates the idea? I'm programming under winXP, using MSVS 2008 (v9). thanks in advance for any advise, examples, or help! cheers, t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] wxWindows osg viewer question/example
Greetings, This will only make sense for those who have worked with wxWindows and OSG. I'm trying to include the OSGCanvas widget as part of a wxBoxSizer. For example, adding a wxPanel with controls below the OSGCanvas in the main wxFrame. I'm rather new to wxWindows. I started working off from the example supplied with the distro. My guess is that widget pointers are going on the stack instead of the heap but I just can't nail down the problem. Would anyone out there be willing to share an example snippet the illustrates the idea? I'm programming under winXP, using MSVS 2008 (v9). thanks in advance for any advise, examples, or help! cheers, t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wxWindows osg viewer question/example
hi Charles, thanks for sharing that. Actually this is in VC++ and not Python. -ted 2009/12/17 Charles Cossé cco...@gmail.com Ted, I have some example code on my website: http://new.asymptopia.org/staticpages/index.php?page=G4OSG I did a lot of work getting OSG and WX to coexist nicely ... this actual code depends on Geant4 toolkit as well, in order to compile, but the embedded OSGCanvas stuff is fairly well kept separate throughout the code. -Charles Cosse On Thu, Dec 17, 2009 at 9:55 AM, ted morris ted.mor...@gmail.com wrote: Greetings, This will only make sense for those who have worked with wxWindows and OSG. I'm trying to include the OSGCanvas widget as part of a wxBoxSizer. For example, adding a wxPanel with controls below the OSGCanvas in the main wxFrame. I'm rather new to wxWindows. I started working off from the example supplied with the distro. My guess is that widget pointers are going on the stack instead of the heap but I just can't nail down the problem. Would anyone out there be willing to share an example snippet the illustrates the idea? I'm programming under winXP, using MSVS 2008 (v9). thanks in advance for any advise, examples, or help! cheers, t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
hm well thought I did do that. I am able to get it all working on another PC without installing 2005 *SP1*. just VC90 installed. thanks, have a good weekend. -T snip I think you didn't install the 2005 *SP1* redistribuable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en) .\ snip On Wed, Nov 25, 2009 at 3:24 AM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Ted, I downloaded the osg precompiled package you are using (openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip), and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was compiled with VS 2005 SP1 (which is weird). I presume it is also the case of libpng, curl and tiff. So, to move on, you have to recompile osg from the sources using the vc90 dependencies, or install the VC++ 2005 redistribuable packages (there are two if my memory serves me right ), I think you didn't install the 2005 * SP1* redistribuable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en) . Regards, Mourad On Tue, Nov 24, 2009 at 9:03 PM, ted morris wrote: Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL And the other pluggins can't find MSVCR90.DLL. bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
ok -- well, since I got it working on another box here at home I presume there must be another matching dll floating around on that PC. thanks, t On Thu, Nov 26, 2009 at 3:00 PM, Mattias Helsing helsin...@gmail.comwrote: Hi Ted, J-S, all, First - all creds and kudos for the vc90 binary win32 2.8.2 packages to Sukender, not me. Second - did you (Ted) sort this out? Can we drop it or do you still have problems? Mattias On Wed, Nov 25, 2009 at 1:03 PM, Mattias Helsing helsin...@gmail.com wrote: Hi again Ted, I can't find any dll that depends on msvc*80 runtime dll but may have some clues to a solution. On Tue, Nov 24, 2009 at 9:03 PM, ted morris ted.mor...@gmail.com wrote: Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd These all depend on zlib1.dll, which on my system depend correctly on msvcp90.dll. I'm guessing that somehow your system picks up some other zlib1. The zlib module is very common so there is a good chance you already got it embedded with other software. Try setting the PATH explicitly like: set PATH=vc90_dependencis\bin;vc90_osg\bin before running dependency walker or osgviewer dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL No, osgdb_tiff, _curl and the other plugin in your list depends on msvcr90.dll. However they also depend on many other modules that may, in turn, depend on whatever runtime they were compiled against. Hitting f9 in dependency walker will show you the full path to all listed dlls And the other pluggins can't find MSVCR90.DLL. I think this is a flaw in dependency walker. I don't have your system, but my system reports this too where top dependency msvcp90 depends on msvcr90. If this is the case also for you then just ignore. I'm dropping this for now since I can't find anything wrong with the binaries on the website. Drop me screenshots, text logs or whatever and I'll investigate further. cheers Mattias bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL And the other pluggins can't find MSVCR90.DLL. bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
Hi Mattias, OK, after checking PATH, and setting OSG_NOTIFY_LEVEL=DEBUG, it finds all the libraries in the pluggin and 3rdparty path but I still get This application has failed to start because MSVCR80.dll was not found. Re-installing the application may fix this problem for the following pluggins for the RELEASE: gz curl ive png tiff and the following pluggins for the DEBUG: tiffd ps: the vcredist_x86 VisualStudio 2005 (v8) runtimes were already installed. I tried uninstalling them, re-installing them still no luck. ps2: I have VisualStudio 2008 (v9) IDE C++ installed. thanks, Ted On Mon, Nov 23, 2009 at 10:17 AM, Mattias Helsing helsin...@gmail.comwrote: Hi Ted, I finally got some time to check this out, but can't find any module that depends on the vc80 runtime. Everything runs fine and loads pngs and fonts without complaints on my xp. The machine I have tested on (unfortunatly) have the vc80 runtime on it but I'll test this on a clean xp later today or tomorrow. Meanwhile could you double check that your system picks up the dll's from the 3rdParty_binaries_vc90 zip *first*, i.e. if you have libpng13.dll and/or friends already in your PATH they may mess things up for you. Also - could you crank up OSG_NOTIFY_LEVEL and see if anything gets reported there? cheers Mattias On Wed, Nov 18, 2009 at 8:45 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Ted, This application has failed to start because MSVCR80.dll was not found. Re-installing the application may fix this problem Hmmm, that would seem to indicate that the VC9 binaries depend on the VC8 runtime (probably in addition to the VC9 one). That's pretty weird. Could whoever compiled those binaries (I don't remember) check that? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
...who ever that is -- thanks in advance! -Ted On Wed, Nov 18, 2009 at 8:45 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Ted, This application has failed to start because MSVCR80.dll was not found. Re-installing the application may fix this problem Hmmm, that would seem to indicate that the VC9 binaries depend on the VC8 runtime (probably in addition to the VC9 one). That's pretty weird. Could whoever compiled those binaries (I don't remember) check that? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] broken osgconv.exe
Greetings, I'm having some trouble using osgconv.exe after installing 1) openscenegraph-all-2.8.2-win32-x86-vc90-Release.zipfile:///V:/osg/OSG_OT_2.8.2/openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip 2) 3rdParty_Win32Binaries_vc90sp1.zip and setting the paths all works fine except for some of the pluggins when I run osgconv --formats I get a fail dialog box popping up four times indicating: This application has failed to start because MSVCR80.dll was not found. Re-installing the application may fix this problem for the following pluggins: Plugin C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_curl.dll not found. Plugin C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_gz.dll not found. Plugin C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_ive.dll not found. Plugin C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_tiff.dll not found. I also get a similar dialog but for the libpng13.dll with the osgdb_png pluggin Plugin C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_png.dll not found. I tried putting msvcr80.dll in the osg pluggins folder, in the binary pathed directory for 3rd party libraries: C:\OpenSceneGraph\3rdParty\bin or -- C:\OpenSceneGraph\3rdParty\lib ... etc.,etc.,etc. with no success. I would like to be able to use these formats -- particularily ive and gz. help or suggestions would be greatly appreciated. thanks all, T ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org