[osg-users] CompositeViewer and osgViewer::ScreenCaptureHandler

2016-07-11 Thread ted morris
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
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Re: [osg-users] Advise on SLI dual quad buffered stereo display

2016-03-03 Thread Ted Morris
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

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[osg-users] test

2016-03-02 Thread ted morris
test
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[osg-users] Advise on SLI dual quad buffered stereo display

2016-03-02 Thread ted morris
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
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[osg-users] Advise on SLI dual quad buffered stereo display

2016-02-26 Thread ted morris
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
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Re: [osg-users] CompositeViewer Node render order problem Win32 osg 3.4

2016-02-26 Thread ted morris
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

2015-11-30 Thread ted morris
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

2015-09-10 Thread ted morris
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;
}
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[osg-users] page though multiple files

2013-07-02 Thread ted morris
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
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Re: [osg-users] Kinect

2011-03-12 Thread ted morris
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
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Re: [osg-users] Camera control in osgvisual

2011-02-13 Thread ted morris
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

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Re: [osg-users] Camera control in osgvisual

2011-02-12 Thread ted morris
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

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Re: [osg-users] Line-laser based, 3D point cloud capture from camera

2011-02-11 Thread ted morris
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

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[osg-users] Robot visualization software

2011-02-09 Thread Ted Morris
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

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[osg-users] Just can't remember

2011-02-09 Thread Ted Morris
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

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[osg-users] Line-laser based, 3D point cloud capture from camera

2011-02-09 Thread Ted Morris
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

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[osg-users] [build] osglogo link failed with Xcode 3.2, osg2.8.3, MAC OSX 10.6

2011-01-11 Thread Ted Morris
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

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[osg-users] [build] app unresolved link errors: carbon 32bit OpenThreads.framework on MAC OSX 10.6.5

2011-01-10 Thread Ted Morris
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

2011-01-10 Thread Ted Morris
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

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[osg-users] imageio pluggin, MACOSX 10.6, x86_64bit build question

2011-01-04 Thread Ted Morris
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

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Re: [osg-users] OSX .app bundle internal dir path rules?

2011-01-03 Thread Ted Morris
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

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Re: [osg-users] OSX .app bundle internal dir path rules?

2011-01-03 Thread Ted Morris
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

...

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[osg-users] OSX .app bundle internal dir path rules?

2011-01-02 Thread Ted Morris
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

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[osg-users] MAC OS-X advise with OSG

2010-12-07 Thread Ted Morris
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

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Re: [osg-users] Intel GMA giving me fits with OSG 2.8.2

2010-11-15 Thread ted morris
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?





 --
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 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.
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[osg-users] Intel GMA giving me fits with OSG 2.8.2

2010-11-10 Thread Ted Morris
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

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Re: [osg-users] hiding objects from a cloned scenegraph hides the original...

2010-11-02 Thread ted morris
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
 
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[osg-users] problem with hud overlay

2010-11-02 Thread Ted Morris
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

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Re: [osg-users] problem with hud overlay

2010-11-02 Thread Ted Morris
Excellent-- Thanks very much!

Cheers,
Ted

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[osg-users] hiding objects from a cloned scenegraph hides the original...

2010-11-01 Thread Ted Morris
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

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[osg-users] previous post: Implementing a corner window within a single main osgviewer canvas

2010-10-21 Thread Ted Morris
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

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[osg-users] Implementing a corner window within a single main osgviewer canvas

2010-10-17 Thread Ted Morris
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

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[osg-users] Camera Manipulator initial camera pos/orientation

2010-04-12 Thread Ted Morris
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

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[osg-users] Suggestions for creating an (high res?) AVI from Linux OSG app

2010-04-03 Thread Ted Morris
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

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Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-31 Thread ted morris
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



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Re: [osg-users] Collision Detection

2010-03-31 Thread ted morris
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

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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
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[osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-27 Thread Ted Morris
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

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Re: [osg-users] Collision Detection

2010-03-17 Thread ted morris
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

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Re: [osg-users] Collision Detection

2010-03-13 Thread ted morris
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


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Re: [osg-users] Vicon tracking

2010-03-07 Thread ted morris
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.

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Re: [osg-users] Vicon tracking

2010-03-03 Thread ted morris
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

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[osg-users] Easiest way to bundle an OSG app

2010-02-28 Thread Ted Morris
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

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Re: [osg-users] node names not preserved going from flt to ive/osg

2010-02-11 Thread Ted Morris
Hey all

Yep -- setting OSG_OPTIMIZER to off  and 
preserveFace and preserveObject options did the trick.

thanks all! 

Ted

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[osg-users] node names not preserved going from flt to ive/osg

2010-02-07 Thread ted morris
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
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Re: [osg-users] Node following Camera Manipulator problem on Win32

2010-02-03 Thread ted morris
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.  :-)



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[osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Ted Morris
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

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Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread ted morris
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
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[osg-users] Camera Manipulator

2010-02-02 Thread ted morris
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
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[osg-users] Camera Manipulator problem

2010-02-01 Thread ted morris
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
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Re: [osg-users] wxWindows osg viewer question/example

2009-12-18 Thread ted morris
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


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Re: [osg-users] wxWindows osg viewer question/example

2009-12-18 Thread ted morris
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


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[osg-users] wxWindows osg viewer question/example

2009-12-17 Thread ted morris
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
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Re: [osg-users] wxWindows osg viewer question/example

2009-12-17 Thread ted morris
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


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Re: [osg-users] broken osgconv.exe

2009-11-27 Thread ted morris
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



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Re: [osg-users] broken osgconv.exe

2009-11-27 Thread ted morris
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
 
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Re: [osg-users] broken osgconv.exe

2009-11-24 Thread ted morris
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



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Re: [osg-users] broken osgconv.exe

2009-11-23 Thread ted morris
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
  --
  __
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Re: [osg-users] broken osgconv.exe

2009-11-20 Thread ted morris
...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
 --
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[osg-users] broken osgconv.exe

2009-11-17 Thread ted morris
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
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