Re: [osg-users] please test... SSAO (v1.0)

2008-12-17 Thread Adrian Egli OpenSceneGraph (3D)
where are the bugs, my version compiled under VS 2005 (c++) latest SVN
version

/adrian

2008/12/18 Kimmo Kotajärvi 

>  Works nicely, if a bit slow (~15fps) and the window can't be resized
> correctly.
>
>
>
> The code was missing three ref_ptr .get()s, so I guess you didn't compile
> the version you attached…
>
>
>
> http://paahdin.com/shared/images/ssao.png
>
>
>  --
>
> *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli
> OpenSceneGraph (3D)
> *Lähetetty:* 17. joulukuuta 2008 18:24
> *Vastaanottaja:* OpenSceneGraph Users
> *Aihe:* [osg-users] please test... SSAO (v1.0)
>
>
>
> Hi all ,
>
> please test this first version of SSAO Effect (Node)
>
> There is still a problem (512 x 512) texture,
> gaussian filter purly implemented on GPU
>
> finally i have 10-15 FPS
>
>
>
> /adrian
>
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>


-- 

Adrian Egli
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[osg-users] glXBindTexImage

2008-12-17 Thread Grahame Bowland
Hi all

Has anyone attempted to use glXBindTexImage (and friends) to bind an X11
pixmap to a texture within OpenSceneGraph? You could then display the
contents of an X window on a surface.

I don't think it would be difficult to do, just wondering if it's
already been done - best to avoid duplication of effort!

Thanks
Grahame


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Re: [osg-users] please test... SSAO (v1.0)

2008-12-17 Thread Kimmo Kotajärvi
Works nicely, if a bit slow (~15fps) and the window can't be resized correctly.

 

The code was missing three ref_ptr .get()s, so I guess you didn't compile the 
version you attached...

 

http://paahdin.com/shared/images/ssao.png

 



Lähettäjä: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Puolesta Adrian Egli 
OpenSceneGraph (3D)
Lähetetty: 17. joulukuuta 2008 18:24
Vastaanottaja: OpenSceneGraph Users
Aihe: [osg-users] please test... SSAO (v1.0)

 

Hi all , 

please test this first version of SSAO Effect (Node) 

There is still a problem (512 x 512) texture, 
gaussian filter purly implemented on GPU 

finally i have 10-15 FPS 



/adrian 

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Re: [osg-users] my current position

2008-12-17 Thread Vincent Bourdier
Hi,

Try manipulator->getMatrix() instead of camera view matrix...

Next, it is possible to have a rotation of the matrix along X of +/- PI/2...
don't know exactly when or why, but this can help...

Vincent.

2008/12/17 olfat ibrahim 

> thanks again for your help :
>
> but i have another problem :
>
> while( !viewer.done() || !viewer1.done() )
>{
> viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);
>
> cout << "eye2 " << eye.x() << " " << eye.y() << " " <<
> eye.z() << endl;
> cout << "center " << center.x() << " " << center.y() << " "
> << center.z() << endl;
>cout << "up " << up.x() << " " << up.y() << " " << up.z() <<
> endl;
>
> osg::Matrixd m(viewer.getCamera()->getViewMatrix());
>
>  mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())*
>osg::Matrix::rotate(m.getRotate().inverse()));
>
>
> i tried m.getRotate().inverse() and m.getRotate()
> they rotate the object but i the wrong way they flip it
> does any one have recomendations ??
>
>
>
>
> --- On Wed, 12/17/08, Vincent Bourdier  wrote:
>
> > From: Vincent Bourdier 
> > Subject: Re: [osg-users] my current position
> > To: olfat_ibra...@yahoo.com
> > Date: Wednesday, December 17, 2008, 9:58 AM
> > You can do it using different things:
> >
> >  * You get eye, center, up . With theses vector, you can
> > compute the front,
> > up, side vectors of the camera, an so compute the rotation.
> > (eye is camera position, center is the point the camera
> > look at)
> >
> >  * You can get the matrix from the manipulator, and
> > getRotation from it. You
> > will have the quaternion representing the rotation. (or
> > rotation inverse, I
> > don't remember)
> >
> >  * you can get the matrix from manipulator, and use
> > getFrontVector(...),
> > getSidevector() and getUpVector() from it. After that, just
> > compute the
> > rotation.
> >
> > Vincent.
> >
> >
> > 2008/12/17 olfat ibrahim 
> >
> > > you were right thank you very much
> > > now i need to get the H P R
> > >
> > > by H P R i mean the rotation arround x ,y ,  z axis .
> > >
> > >
> > > i tried the three functions in the following mannare :
> > >
> > > osg::Vec3f eye;
> > >osg::Vec3f center;
> > >osg::Vec3f up;
> > >
> > >osg::Vec3f eye1;
> > >osg::Vec3f center1;
> > >osg::Vec3f up1;
> > >
> > >osg::Vec3f position;
> > >osg::Matrixd
> > m(keyswitchManipulatorL->getCoordinateFrame(position));
> > >
> > >while( !viewer.done() || !viewer1.done() )
> > >{
> > >cameraL->getViewMatrixAsLookAt(eye1,
> > center1, up1);
> > >
> > viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> > up);
> > >osg::Matrixd
> > >
> > m(keyswitchManipulatorL->getCoordinateFrame(position));
> > > //  cout << position.x  <<
> > position.y <<  position.z << endl;
> > >cout << "eye " <<
> > position.x() << " " << position.y()
> > << " "
> > > << position.z() << endl;
> > >
> > >cout << "eye " <<
> > eye.x() << " " << eye.y() <<
> > " " <<
> > > eye.z() << endl;
> > >cout << "center "
> > << center.x() << " " <<
> > center.y() << " "
> > > << center.z() << endl;
> > >cout << "up " <<
> > up.x() << " " << up.y() <<
> > " " << up.z() <<
> > > endl;
> > >
> > >
> > >cout << "eye " <<
> > eye1.x() << " " << eye1.y() <<
> > " " <<
> > > eye1.z() << endl;
> > >cout << "center "
> > << center1.x() << " " <<
> > center1.y() << "
> > > " << center1.z() << endl;
> > >cout << "up " <<
> > up1.x() << " " << up1.y() <<
> > " " << up1.z()
> > > << endl;
> > >// fire off the cull and draw traversals of the
> > scene.
> > >viewer.frame();
> > >}
> > >
> > > can any ong give me ideas ??
> > >
> > >
> > > --- On Wed, 12/17/08, Vincent Bourdier
> >  wrote:
> > >
> > > > From: Vincent Bourdier
> > 
> > > > Subject: Re: [osg-users] my current position
> > > > To: olfat_ibra...@yahoo.com, "OpenSceneGraph
> > Users" <
> > > osg-users@lists.openscenegraph.org>
> > > > Date: Wednesday, December 17, 2008, 9:37 AM
> > > > Hi,
> > > >
> > > > 2008/12/17 olfat ibrahim
> > 
> > > >
> > > > >
> > > > >
> > > > >
> > > > > --- On Wed, 12/17/08, olfat ibrahim
> > > >  wrote:
> > > > >
> > > > > > From: olfat ibrahim
> > > > 
> > > > > > Subject: my current position
> > > > > > To: "OSG"
> > > > 
> > > > > > Date: Wednesday, December 17, 2008,
> > 9:01 AM
> > > > > > i am using keyswitchManipulator :
> > > > > >
> > > > > > i need to print my current location
> > while iam
> > > > driving in
> > > > > > the scene :
> > > > > >
> > > > > > i tried the functions :
> > > > > >
> > > > > > keyswitchManipulatorL->getMatrix()
> > > > > >
> > viewer.getCamera()->getViewMatrixAsLookAt(eye,
> > > > center,
> > > > > > up)
> > > >
> > > >
> > > > eye is camera position.
> > > >
> > > >
> > > > >
> > > > > > cameraL->getViewMa

Re: [osg-users] synchronize two view windows

2008-12-17 Thread Michael Bosse'
Did you remove the camera manipulator for the second view?


"It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families."
- Tacitus

"The desire for safety stands against every great and noble
enterprise." - Tacitus

"Those who would give up essential liberty to purchase a little
temporary safety deserve neither liberty nor safety." - Benjamin
Franklin

"Numquam ponenda est pluralitas sine necessitate." - William of Ockham



On Wed, Dec 17, 2008 at 8:25 PM, olfat ibrahim  wrote:
> hello :
>
> i need to synchronize two view windows .
> i created two views and one key switch Manipulator
>
> i want as i walk in one window my view synchronized in the other window with 
> solaly differ view.
>
> this is my try but it is drive in the first view but no moves happened in the 
> second view :
>
> while( !viewer.done() || !viewer1.done() )
>{
>viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);
>viewer1.getCamera()->setViewMatrixAsLookAt(eye, center, up);
>
>  viewer.frame();
>viewer1.frame();
>}
>
> what iam doing wrong ?
>
>
>
>
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[osg-users] Building the Collada plugin

2008-12-17 Thread R Fritz

OSG 2.6.1, VS 2008.

So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, and got  
a slew of errors trying to build the plugin.  (Collada DOM 2.2, which  
looks like it might be downward compatible, uses a different library  
structure, and I've no idea which files are still needed.)


Which version of Collada is known to work?  Does the plugin work at  
all with VS 2008?


Randolph

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Re: [osg-users] Light Position Behavior

2008-12-17 Thread Ryan Morris
it seems that by using setUpViewerAsEmbeddedInwindow() it does not
reposition based on the world's bounding sphere. interesting for those who
didn't already know that. Anyway hope this helps someone else!
-Rusty

On Wed, Dec 17, 2008 at 5:01 PM, Ryan Morris wrote:

> I understand that positioning the camera SHOULD fix my problem, but it
> isn't. I have the light positioned at (0,0,100,1) and even after i set my
> camera with setViewMatrixAsLookAt it is still trying to view the entire
> bounding box of the scene. This is the fix i was looking for when i started
> the post =) Looking forward to some guidance! Thanks!
>
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[osg-users] synchronize two view windows

2008-12-17 Thread olfat ibrahim
hello :

i need to synchronize two view windows .
i created two views and one key switch Manipulator 

i want as i walk in one window my view synchronized in the other window with 
solaly differ view. 

this is my try but it is drive in the first view but no moves happened in the 
second view :

while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);
viewer1.getCamera()->setViewMatrixAsLookAt(eye, center, up);

 viewer.frame();
viewer1.frame();
}

what iam doing wrong ?



  
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[osg-users] Light Position Behavior

2008-12-17 Thread Ryan Morris
I understand that positioning the camera SHOULD fix my problem, but it
isn't. I have the light positioned at (0,0,100,1) and even after i set my
camera with setViewMatrixAsLookAt it is still trying to view the entire
bounding box of the scene. This is the fix i was looking for when i started
the post =) Looking forward to some guidance! Thanks!
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Re: [osg-users] osgLua?

2008-12-17 Thread Hartmut Seichter


Hi Jose-Luis,

be assured I seen these messages before and also did the whole 
patches/linker flags etc. pp. that were suggested there. Still, the RTTI 
is stripped - so *nix is not going to work. Admittetly, I updated the 
osgLua sources in an intree version and added my own copy of Lua 5.1.4 
into the buildsys (with the patch). Again, I checked that in the whole 
chain mentioned libs are being compiled with these flags.


Its a pitty that this is been "ignored" by the Lua developers - I can't 
see why it is so outragous difficult to add this options. I will try to 
investigate in more depth - after all this is a very specific use-case.


Are you still working on osgLua? I can flick you a few patches that 
might fix a couple of problems.


Cheers,
Hartmut


Jose Luis Hidalgo wrote:

Hi Hartmut,
  The problem is how lua loads libraries, is an issue that comes from
time to time, and never is important enough to be solved:

http://lua-users.org/lists/lua-l/2007-10/msg00098.html

the answer from Luiz was:

http://lua-users.org/lists/lua-l/2007-10/msg00120.html

Basically that means you can not use osgLua properly from a vanilla
lua interpreter+libraries.

I tried myself to ask for it on the list:

http://lua-users.org/lists/lua-l/2006-11/msg00174.html

But... nothing :(

Hope it helps.

Jose-Luis.
On Mon, Dec 15, 2008 at 9:34 PM, Hartmut Seichter
 wrote:

No, not from Lua (or I guess a lua interpreter) itself - I have a wxWidgets
application which loads various plugins and one of them is a based around
osgLua - thus, lua_open etc pp should happen in that context. On Windows and
Mac this whole mechanism works fine - on Linux the RTTI seems to be the
showstopper. I added the Linkerflags mentioned somewhere to the whole chain
of dependencies: App > Plugin > Lua Lib

Any other ideas?


H


Jose Luis Hidalgo wrote:

Hi Hartmut,
  How do you try to load osgLua? from lua itself?

Cheers,
  Jose-Lus.

On Sun, Dec 14, 2008 at 10:25 PM, Hartmut Seichter
 wrote:


Hi there,

I am trying to combine the power of osgLua and osgSWIG in a new project
(no
I am not mad :)) ... However, I couldn't get osgLua play nicely on Linux
- I
did all the patching mentioned but no avail. I am on 64bit Ubuntu ... any
idea where things go haywire ... seems that RTTI get still stripped -
print(osg.Node) returns some mangled reference to osgObject.

Cheers,
Hartmut

--
Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow,
HITLabNZ

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--
Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ

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Re: [osg-users] principle of Light and LightSource

2008-12-17 Thread Jim Brooks
>So, when I want to use more lights I see only the first light.
>
>Thats the graph with two lights:


To render with multiple lights,
arrange the LightSource group nodes vertically:


root
|
V
lightSource 0
|
V
lightSource 1
|
V
  geodes
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Re: [osg-users] my current position

2008-12-17 Thread olfat ibrahim
thanks again for your help :

but i have another problem :

while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);

cout << "eye2 " << eye.x() << " " << eye.y() << " " << eye.z() 
<< endl;
cout << "center " << center.x() << " " << center.y() << " " << 
center.z() << endl;
cout << "up " << up.x() << " " << up.y() << " " << up.z() << 
endl;

osg::Matrixd m(viewer.getCamera()->getViewMatrix());
mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())*
osg::Matrix::rotate(m.getRotate().inverse()));


i tried m.getRotate().inverse() and m.getRotate()
they rotate the object but i the wrong way they flip it 
does any one have recomendations ??




--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] my current position
> To: olfat_ibra...@yahoo.com
> Date: Wednesday, December 17, 2008, 9:58 AM
> You can do it using different things:
> 
>  * You get eye, center, up . With theses vector, you can
> compute the front,
> up, side vectors of the camera, an so compute the rotation.
> (eye is camera position, center is the point the camera
> look at)
> 
>  * You can get the matrix from the manipulator, and
> getRotation from it. You
> will have the quaternion representing the rotation. (or
> rotation inverse, I
> don't remember)
> 
>  * you can get the matrix from manipulator, and use
> getFrontVector(...),
> getSidevector() and getUpVector() from it. After that, just
> compute the
> rotation.
> 
> Vincent.
> 
> 
> 2008/12/17 olfat ibrahim 
> 
> > you were right thank you very much
> > now i need to get the H P R
> >
> > by H P R i mean the rotation arround x ,y ,  z axis .
> >
> >
> > i tried the three functions in the following mannare :
> >
> > osg::Vec3f eye;
> >osg::Vec3f center;
> >osg::Vec3f up;
> >
> >osg::Vec3f eye1;
> >osg::Vec3f center1;
> >osg::Vec3f up1;
> >
> >osg::Vec3f position;
> >osg::Matrixd
> m(keyswitchManipulatorL->getCoordinateFrame(position));
> >
> >while( !viewer.done() || !viewer1.done() )
> >{
> >cameraL->getViewMatrixAsLookAt(eye1,
> center1, up1);
> >   
> viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> up);
> >osg::Matrixd
> >
> m(keyswitchManipulatorL->getCoordinateFrame(position));
> > //  cout << position.x  <<
> position.y <<  position.z << endl;
> >cout << "eye " <<
> position.x() << " " << position.y()
> << " "
> > << position.z() << endl;
> >
> >cout << "eye " <<
> eye.x() << " " << eye.y() <<
> " " <<
> > eye.z() << endl;
> >cout << "center "
> << center.x() << " " <<
> center.y() << " "
> > << center.z() << endl;
> >cout << "up " <<
> up.x() << " " << up.y() <<
> " " << up.z() <<
> > endl;
> >
> >
> >cout << "eye " <<
> eye1.x() << " " << eye1.y() <<
> " " <<
> > eye1.z() << endl;
> >cout << "center "
> << center1.x() << " " <<
> center1.y() << "
> > " << center1.z() << endl;
> >cout << "up " <<
> up1.x() << " " << up1.y() <<
> " " << up1.z()
> > << endl;
> >// fire off the cull and draw traversals of the
> scene.
> >viewer.frame();
> >}
> >
> > can any ong give me ideas ??
> >
> >
> > --- On Wed, 12/17/08, Vincent Bourdier
>  wrote:
> >
> > > From: Vincent Bourdier
> 
> > > Subject: Re: [osg-users] my current position
> > > To: olfat_ibra...@yahoo.com, "OpenSceneGraph
> Users" <
> > osg-users@lists.openscenegraph.org>
> > > Date: Wednesday, December 17, 2008, 9:37 AM
> > > Hi,
> > >
> > > 2008/12/17 olfat ibrahim
> 
> > >
> > > >
> > > >
> > > >
> > > > --- On Wed, 12/17/08, olfat ibrahim
> > >  wrote:
> > > >
> > > > > From: olfat ibrahim
> > > 
> > > > > Subject: my current position
> > > > > To: "OSG"
> > > 
> > > > > Date: Wednesday, December 17, 2008,
> 9:01 AM
> > > > > i am using keyswitchManipulator :
> > > > >
> > > > > i need to print my current location
> while iam
> > > driving in
> > > > > the scene :
> > > > >
> > > > > i tried the functions :
> > > > >
> > > > > keyswitchManipulatorL->getMatrix()
> > > > >
> viewer.getCamera()->getViewMatrixAsLookAt(eye,
> > > center,
> > > > > up)
> > >
> > >
> > > eye is camera position.
> > >
> > >
> > > >
> > > > > cameraL->getViewMatrixAsLookAt(eye,
> center,
> > > up)
> > > > >
> > > > > all of those does not get me my moving
> statuse .
> > > > > i need my x,y,z and h,p,r current
> position ;
> > > > >
> > >
> > >
> > > Are you sure you get the position each frame ?
> because
> > > theses functions will
> > > give you
> > > vector copy, so if you don't get them each
> frame, they
> > > will not change.
> > >
> > > What do you meen by h,r,p ? second camera
> position ?
> > >
> > > Vincent.
> > >
> > >
> > > > > is there a function should i call to
> get me wha

[osg-users] Open Inventor like Sensors in OSG?

2008-12-17 Thread Alejandro Aguilar Sierra
Hi,

In Open Inventor, sensors are special classes that respond when an
object state is changed and call a callback. They were IMHO not very
clean, designed before Design Patterns, but I think they are like
observers or signal/slot objects. Is there anything similar in Open
Scenegraph?

Regards,

-- A.
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-17 Thread Vincent Bourdier
Hi,

Some ref_ptr error in code...

Sorry, but on my old PC shader/OpenGl problem... I will test on newer PC if
I have time.

Regards,

   Vincent.

2008/12/17 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>

> Hi all ,
>
> please test this first version of SSAO Effect (Node)
>
> There is still a problem (512 x 512) texture,
> gaussian filter purly implemented on GPU
>
> finally i have 10-15 FPS
>
>
>
> /adrian
>
>
> --
> 
> Adrian Egli
>
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Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-17 Thread Jefferson Pinheiro
Hi Robert,

On Mon, Dec 15, 2008 at 7:55 AM, Robert Osfield wrote:

> Hi Fred & Jefferson,
>
> On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier 
> wrote:
> > I have a patch to PrecipitationEffect that seems to work. I'll submit it
> > to osg-submissions
>
> I've just done a review of these changes and don't feel that there are
> mostr straightforward and effecient way to implement what is
> effectively near plan clipping.  The code will make the vertex program
> slower, and not cut down on rasteristation and fill load.
>
> I feel a better route would be to either:
>
> 1) use two Camera's to depth partition the scene as suggested earlier
> in this thread, as this would give you control over the worlds depth
> range where the precipitation exists


This one works!

>
>
> 2) Use an osg::ClipPlane to clip the precipitation effect.  Using a
> clip plan would also allow you to control angle of the clipping.


I don't know how to use that (I'm a beginner). Fred, I would be grateful if
you could share your code, if you do it.

>
>
> Neither the above routes require any changes to the core OSG, and both
> would not affect the vertex program load, and would clip out fragment
> so would cut down the fragment program load so would be more efficient
> than the submitted fix.
>
> Could you test out the above suggestions?
>
> Thanks,
> Robert.
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-- 
Jefferson Pinheiro
(51) 9192 3535
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-17 Thread Jason Daly

Gordon Tomlinson wrote:

As to re-implementation , who's going to pay my company for the time and
expenses to re-rite these go through all r
Testing ands sign off procedures ?
  


I don't understand this point.  If you get the same functionality, just 
with a real library implementation and not a hacky system() call, why 
would you or your company care?




Why change something that is not broken, might not be the best solution but
they work 
  


To me, "because it's not the best solution"  is a good enough reason to 
change them (to reimplement them in a non-hacky way).  I agree that they 
should not be removed, though.


--"J"


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Re: [osg-users] Bypassing the use of the CURL plugin for all http requests

2008-12-17 Thread Jason Beverage
Thanks Robert,

I'll take a look at it when I get a chance, the prefix route is working out
well right now.

Thanks!

Jason

On Wed, Dec 17, 2008 at 2:05 PM, Robert Osfield wrote:

> Hi Jason,
>
> The only way I can think of right now to bpass the http/curl mechanism
> in the Registry would to have Registry::ReadFileCallback that catches
> the reads and then passes it to your custom code on demand.
>
> This behaviour is something that really should be configurable in a so
> that one can control how the protocol prefixes are handled.  This
> would require mods to Registry.  Perhaps via a callback that allows
> you to override the default behaviour.
>
> The other route would be to have the option of simply disabling the
> use of the curl plugin in case of http prefix, such as via
> ReaderWriter::Options.
>
> Right now I'm very busy with other work so can't go diving into code,
> you're welcome to come up with a Registry revision.  The second of the
> above suggestions feels like the most reusable solution to me.
>
> Robert.
>
> On Wed, Dec 17, 2008 at 6:01 PM, Jason Beverage 
> wrote:
> > Hi Robert,
> >
> > Is there a way to bypass the use of the CURL plugin for all http
> requests?
> > For most cases this is nice, but I'm working on a few plugins where it
> would
> > be very beneficial to simply have the full URL passed in so that I can
> deal
> > with it myself rather than having CURL try to download the file.  The
> > workaround I've been using currently is sticking a prefix on the address
> and
> > having my plugin strip it off before it uses it.
> >
> > So, something like osgviewer server:
> http://www.server.com/myfile.extension.
> > This works well so far, I'm just curious if there is a better way.  Maybe
> an
> > option in ReaderWriterOptions?
> >
> > Thanks!
> >
> > Jason
> >
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> >
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Re: [osg-users] Bypassing the use of the CURL plugin for all http requests

2008-12-17 Thread Robert Osfield
Hi Jason,

The only way I can think of right now to bpass the http/curl mechanism
in the Registry would to have Registry::ReadFileCallback that catches
the reads and then passes it to your custom code on demand.

This behaviour is something that really should be configurable in a so
that one can control how the protocol prefixes are handled.  This
would require mods to Registry.  Perhaps via a callback that allows
you to override the default behaviour.

The other route would be to have the option of simply disabling the
use of the curl plugin in case of http prefix, such as via
ReaderWriter::Options.

Right now I'm very busy with other work so can't go diving into code,
you're welcome to come up with a Registry revision.  The second of the
above suggestions feels like the most reusable solution to me.

Robert.

On Wed, Dec 17, 2008 at 6:01 PM, Jason Beverage  wrote:
> Hi Robert,
>
> Is there a way to bypass the use of the CURL plugin for all http requests?
> For most cases this is nice, but I'm working on a few plugins where it would
> be very beneficial to simply have the full URL passed in so that I can deal
> with it myself rather than having CURL try to download the file.  The
> workaround I've been using currently is sticking a prefix on the address and
> having my plugin strip it off before it uses it.
>
> So, something like osgviewer server:http://www.server.com/myfile.extension.
> This works well so far, I'm just curious if there is a better way.  Maybe an
> option in ReaderWriterOptions?
>
> Thanks!
>
> Jason
>
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[osg-users] Bypassing the use of the CURL plugin for all http requests

2008-12-17 Thread Jason Beverage
Hi Robert,

Is there a way to bypass the use of the CURL plugin for all http requests?
For most cases this is nice, but I'm working on a few plugins where it would
be very beneficial to simply have the full URL passed in so that I can deal
with it myself rather than having CURL try to download the file.  The
workaround I've been using currently is sticking a prefix on the address and
having my plugin strip it off before it uses it.

So, something like osgviewer server:http://www.server.com/myfile.extension.
This works well so far, I'm just curious if there is a better way.  Maybe an
option in ReaderWriterOptions?

Thanks!

Jason
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[osg-users] An observation on the 2.7.7 dae plugin build

2008-12-17 Thread Roger James




I don't use the osg third party sources, preferring to keep my own
copies of dependant libary sources. So I switch on the advanced mode of
CMake and fill in my own include and library locations. I filled in (I
think they may actually have been filled in automatically, but I am not
going back to check)

COLLADA_DYNAMIC_LIBRARY, COLLADA_DYNAMIC_LIBRARY_DEBUG,
COLLLADA_STATIC_LIBRAY, COLLADA_STATIC_LIBRARY_DEBUG

and I set COLLADA_USE_STATIC to OFF.

However I still got a static build, which gave me errors as it could
not find my libxml2 library (another problem!). The only way I could
get a dynamic build was to set the entries for the the static libraries
to empty. I find this a bit confusing as the help for
COLLADA_USE_STATIC says "Set to ON to build OpenSceneGraph with static
Collada support".

Enjoy,

Roger




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Re: [osg-users] out-of-source builds don't work reliably?

2008-12-17 Thread Don Leich

Hi J-S,

We've never tried multiple platforms with the same in-source tree,
and I wouldn't expect that it should work. However, I would expect that
we'd be able to build debug and release versions for a single platform
in the same in-source tree.  Has this been working reliably for you?

We've been trying to set up all builds as out of source with exceptions
for Windows (because of our network more than any other reason), and now
Mac OS X.  These platforms each have their own source trees.

Thanks again for your help and experience with this.  On your advice I'll
stick with out-for-source for 32 and 64 bit Linux.

-Don

Jean-Sébastien Guay wrote:

Hi Don,

Because of way our network is set up we build Windows on a seperate 
drive,

so it's always been built in-source.  We have several flavors of Linux,
Mac, and maybe even Solaris (if we get around to it) that I've been 
trying

to build off the same source directory.



Well, building multiple platforms in-source in the same source tree (or 
in the same build/ directory, or installing to the same directory) isn't 
a good idea in general. Apart from the fact that the Config file (for 
both OpenThreads and OSG) will be (and must be) different on different 
platforms, it can introduce subtle problems, especially for similar 
platform like unices (which will typically use the same filenames for 
shared objects, for example).


I think you may be making things difficult for yourself :-)

My advice: build out-of-source, and use the install target. I find it's 
easier to have control over what you get that way.


J-S


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Re: [osg-users] osgVolume development report?

2008-12-17 Thread Robert Osfield
Hi Aitor,

The Joint Medical Visualization Project that funds my work on
osgVolume has had me address the multi-media side of the 3D
educational lectures that project is about, this has meant working on
Pdf readers, Vnc clients and Browers in 3D, rather than push on with
osgVolume.  osgVolume isn't forgotten though, just a bit delayed by
the shuffle of priorities.

This week I'll be spending a day porting the volume rendering
functionality from the osgvolume example into osgVolume, this will
serve as the basis for osgVolume for the OSG-2.8 release.  It won't be
too sophisticated, just basic shader based ray tracing and iso surface
rendering.  A big chunk of osgVolume is the Dicom loader, and this is
already available in svn/trunk, although used in conjunction with the
osgvolume example right now rather than generate osgVolume nodes,
although for 2.8 this should be available.

Robert.

On Wed, Dec 17, 2008 at 3:30 PM, Aitor Moreno  wrote:
> Hi all,
>
> I read in previous mails that the osgVolume is currently being implemented
> with a bunch of new functionality that would be great. In the SVN, I can see
> that there is some uploaded source code
> (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgVolume),
> but it seems to be the very first steps of the development (no commits in
> the last 3 months).
>
> Can any involved developer write a few lines about the state of the
> osgVolume?
>
> Thanks in advance.
>
> --
> Aitor Moreno
>   aitormoreno [...@] gmail.com
>
>
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-17 Thread Robert Osfield
Hi Paul,

I believe this one has already been addressed in the 2.7.x dev series,
could you try 2.7.7 or svn/trunk.

Robert.

On Wed, Dec 17, 2008 at 4:11 PM, Paul Fotheringham  wrote:
> Hi,
>
> I think I know what the problem is. I'm getting the same unresolved symbols 
> building on MacOS 10.4 and OSG 2.6.1 using cmake. Your link line has
>
> /usr/lib/libm.dylib
>
> rather than your SDK version of the library. I don't know much about these 
> things myself as I've only been using a Mac for about 1 day now but this blog 
> entry details the issue
>
> http://www.red-sweater.com/blog/246/missing-link
>
> As far as cmake goes, and I've only been looking at _that_ for about 2 days, 
> it seems the problem is in the top-level CMakeLists.txt file where it has the 
> line
>
> FIND_LIBRARY(MATH_LIBRARY m)
>
> wrapped in an IF(UNIX) clause.
>
> I think this particular line should also be wrappend in an IF(NOT APPLE) 
> clause. Doing this fixes up the link lines for me and the problem goes away. 
> As I say I'm certainly no Mac expert so maybe this isn't quite right. I'm 
> certainly not confident enough to post it to osg-submissions :)
>
> I haven't looked at the Xcode project at all but I imagine something similar 
> must be going on there?
>
> Paul Fotheringham
>
>
>
>
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-17 Thread Paul Fotheringham
Hi,

I think I know what the problem is. I'm getting the same unresolved symbols 
building on MacOS 10.4 and OSG 2.6.1 using cmake. Your link line has

/usr/lib/libm.dylib

rather than your SDK version of the library. I don't know much about these 
things myself as I've only been using a Mac for about 1 day now but this blog 
entry details the issue

http://www.red-sweater.com/blog/246/missing-link

As far as cmake goes, and I've only been looking at _that_ for about 2 days, it 
seems the problem is in the top-level CMakeLists.txt file where it has the line

FIND_LIBRARY(MATH_LIBRARY m)

wrapped in an IF(UNIX) clause.

I think this particular line should also be wrappend in an IF(NOT APPLE) 
clause. Doing this fixes up the link lines for me and the problem goes away. As 
I say I'm certainly no Mac expert so maybe this isn't quite right. I'm 
certainly not confident enough to post it to osg-submissions :)

I haven't looked at the Xcode project at all but I imagine something similar 
must be going on there?

Paul Fotheringham



  
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Re: [osg-users] osgPPU v0.3 cycles problem (Art Tevs)

2008-12-17 Thread alexandre amyot murray
It does work fine.

Thanks

> Hi Alexandre,
>
>
> The problem is that from somewhere in the osg there is a node visitor
running over the osgPPU pipeline which hasn't specified type. I would expect
here to run the update visitor first, but there is some other visitor
running, and I do not know which >one ;(, because the visitor has no
specified type information (getVisitorType() returns just NODE_VISITOR).
>
> I have updated the trunk version of osgPPU. It seems the problems with the
cycles are gone now. Test it out. If you would like to stay on version 0.3
of osgPPU, then you have to rewrite the ::traverse method of Processor.cpp
from the trunk in your >copy of osgPPU.
>
> Cheers,
> art
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[osg-users] osgVolume development report?

2008-12-17 Thread Aitor Moreno
Hi all,

I read in previous mails that the osgVolume is currently being implemented
with a bunch of new functionality that would be great. In the SVN, I can see
that there is some uploaded source code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgVolume),
but it seems to be the very first steps of the development (no commits in
the last 3 months).

Can any involved developer write a few lines about the state of the
osgVolume?

Thanks in advance.

-- 
Aitor Moreno
  aitormoreno [...@] gmail.com
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[osg-users] Frame buffer object in cull traversal

2008-12-17 Thread guher b
Hi,

Is is possible to use frame buffer objects of opengl without creation of a 
secondary camera in openscenegraph? 

In the single cull traversal phase of the scene graph, I would like to draw one 
specific geode to a FBO and all other geodes to the frame buffer.To do that, in 
the cull traversal of geode (e.g. in user defined cull callback of geode) with 
gl commands, would it be stable to change the render target to a FBO with gl 
command syntax? 

Thanks in advance






  
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Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Ralph Kern
Hi Andreas,

just browsed along through the sources, it seems the right time to
handle the viewer destruction is in nsPluginInstance::SetWindow() when
called with NULL:

see
http://devedge-temp.mozilla.org/library/manuals/2002/plugin/1.0/npp_api12.html

and

npp_gate.cpp:
> // during this call we know when the plugin window is ready or
> // is about to be destroyed so we can do some gui specific
> // initialization and shutdown
> NPError NPP_SetWindow (NPP instance, NPWindow* pNPWindow)
> {
>   if(instance == NULL)
> return NPERR_INVALID_INSTANCE_ERROR;
> 
>   NPError rv = NPERR_NO_ERROR;
> 
>   if(pNPWindow == NULL)
> return NPERR_GENERIC_ERROR;
> 
>   nsPluginInstanceBase * plugin = (nsPluginInstanceBase *)instance->pdata;
> 
>   if(plugin == NULL) 
> return NPERR_GENERIC_ERROR;
> 
>   // window just created
>   if(!plugin->isInitialized() && (pNPWindow->window != NULL)) { 
> if(!plugin->init(pNPWindow)) {
>   NS_DestroyPluginInstance(plugin);
>   return NPERR_MODULE_LOAD_FAILED_ERROR;
> }
>   }
> 
>   // window goes away
>   if((pNPWindow->window == NULL) && plugin->isInitialized())
> return plugin->SetWindow(pNPWindow);   
> 
>   // window resized?
>   if(plugin->isInitialized() && (pNPWindow->window != NULL))
> return plugin->SetWindow(pNPWindow);
> 
>   // this should not happen, nothing to do
>   if((pNPWindow->window == NULL) && !plugin->isInitialized())
> return plugin->SetWindow(pNPWindow);
> 
>   return rv;
> }

regards Ralph

Ralph Kern schrieb:
> Hi Andreas,
> 
> your proposal is what I have already done:
> 
> The current shutdown is:
> 
> void nsPluginInstance::shut()
> {
> #ifdef _WIN32
>    subclass it back
>   SubclassWindow(mhWnd, lpOldProc);
> #endif
>   mThread->cancel();
>   while (mThread->isRunning())
> sleep(1);
>   delete mThread;
>   viewer = NULL; <<< viewer is destructed here!
>   mhWnd = NULL;
>   mInitialized = FALSE;
> }
> 
> regards Ralph
> 
> 
> 
> Andreas Goebel schrieb:
>> Hi Ralph,
>>
>> thanks for porting the plugin. To me the stack-trace sounds as if
>> osgViewer tried to make the gl-context current that is no longer
>> existant. Maybe Firefox first deletes the window-context and then calls
>> the plugins destructor.
>> Maybe you could destroy the GL context actively here:
>> void nsPluginInstance::shut()
>> {
>>// We add DisableOpenGL
>>DisableOpenGL( mhWnd, hDC, hRC );
>>// subclass it back
>>SubclassWindow(mhWnd, lpOldProc);
>>mhWnd = NULL;
>>mInitialized = FALSE;
>> }
>> instead of waiting for the Viewers destructor to do it.
>>
>> Regards,
>>
>> Andreas
> 

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Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Ralph Kern
Hi Andreas,

your proposal is what I have already done:

The current shutdown is:

void nsPluginInstance::shut()
{
#ifdef _WIN32
 subclass it back
SubclassWindow(mhWnd, lpOldProc);
#endif
mThread->cancel();
while (mThread->isRunning())
  sleep(1);
delete mThread;
viewer = NULL; <<< viewer is destructed here!
mhWnd = NULL;
mInitialized = FALSE;
}

regards Ralph



Andreas Goebel schrieb:
> Hi Ralph,
> 
> thanks for porting the plugin. To me the stack-trace sounds as if
> osgViewer tried to make the gl-context current that is no longer
> existant. Maybe Firefox first deletes the window-context and then calls
> the plugins destructor.
> Maybe you could destroy the GL context actively here:
> void nsPluginInstance::shut()
> {
>// We add DisableOpenGL
>DisableOpenGL( mhWnd, hDC, hRC );
>// subclass it back
>SubclassWindow(mhWnd, lpOldProc);
>mhWnd = NULL;
>mInitialized = FALSE;
> }
> instead of waiting for the Viewers destructor to do it.
> 
> Regards,
> 
> Andreas

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Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Andreas Goebel

Ralph Kern schrieb:

Hi Robert and others,

I now made an install of the OpenSceneGraph sources.

The FireFox plugin now works insofar it can show Andreas' website examples.

But I have two issues:
- there's some BadMatch XError Event generated (which I just ignore for now)
- when leaving the page, FireFox crashes with an segmentation violation,
and that's a big problem

Stack trace says:
#0  0xaff0ace0 in ?? ()
#1  0xb0734a60 in glXMakeCurrent () from /usr/lib/libGL.so.1
#2  0xb08d8324 in osgViewer::GraphicsWindowX11::makeCurrentImplementation ()
   from /usr/local/lib/libosgViewer.so.48
#3  0xb0b9fd34 in osg::GraphicsContext::makeCurrent ()
   from /usr/local/lib/libosg.so.48
#4  0xb0ba1147 in osg::GraphicsContext::close ()
   from /usr/local/lib/libosg.so.48
#5  0xb08c1f59 in osgViewer::Viewer::~Viewer ()
   from /usr/local/lib/libosgViewer.so.48
#6  0xb1e775d0 in osg::Referenced::unref (this=0xa400134)
at ../OpenSceneGraph/include/osg/Referenced:184
#7  0xb1e7763f in osg::ref_ptr::operator=
(this=0x9afe590,
ptr=0x0) at ../OpenSceneGraph/include/osg/ref_ptr:54
#8  0xb1e75e46 in nsPluginInstance::shut (this=0x9afe580) at plugin.cpp:320
#9  0xb1e78ff3 in NPP_Destroy (instance=0xa1acd48, save=0xbffef4c4)
at npp_gate.cpp:86
#10 0xb78c054d in ?? () from /usr/lib/xulrunner-1.9.0.4/libxul.so
#11 0xb747e092 in ?? () from /usr/lib/xulrunner-1.9.0.4/libxul.so
#12 0xb747e174 in ?? () from /usr/lib/xulrunner-1.9.0.4/libxul.so
[...]

I already switched to SingleThreaded, but with no avail.
  

Hi Ralph,

thanks for porting the plugin. To me the stack-trace sounds as if 
osgViewer tried to make the gl-context current that is no longer 
existant. Maybe Firefox first deletes the window-context and then calls 
the plugins destructor.

Maybe you could destroy the GL context actively here:
void nsPluginInstance::shut()
{
   // We add DisableOpenGL
   DisableOpenGL( mhWnd, hDC, hRC );
   // subclass it back
   SubclassWindow(mhWnd, lpOldProc);
   mhWnd = NULL;
   mInitialized = FALSE;
}
instead of waiting for the Viewers destructor to do it.

Regards,

Andreas
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Re: [osg-users] my current position

2008-12-17 Thread Vincent Bourdier
Hi,

2008/12/17 olfat ibrahim 

>
>
>
> --- On Wed, 12/17/08, olfat ibrahim  wrote:
>
> > From: olfat ibrahim 
> > Subject: my current position
> > To: "OSG" 
> > Date: Wednesday, December 17, 2008, 9:01 AM
> > i am using keyswitchManipulator :
> >
> > i need to print my current location while iam driving in
> > the scene :
> >
> > i tried the functions :
> >
> > keyswitchManipulatorL->getMatrix()
> > viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> > up)


eye is camera position.


>
> > cameraL->getViewMatrixAsLookAt(eye, center, up)
> >
> > all of those does not get me my moving statuse .
> > i need my x,y,z and h,p,r current position ;
> >


Are you sure you get the position each frame ? because theses functions will
give you
vector copy, so if you don't get them each frame, they will not change.

What do you meen by h,r,p ? second camera position ?

Vincent.


> > is there a function should i call to get me what i need ?
> >
> > thanks
>
>
>
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[osg-users] my current position

2008-12-17 Thread olfat ibrahim



--- On Wed, 12/17/08, olfat ibrahim  wrote:

> From: olfat ibrahim 
> Subject: my current position
> To: "OSG" 
> Date: Wednesday, December 17, 2008, 9:01 AM
> i am using keyswitchManipulator :
> 
> i need to print my current location while iam driving in
> the scene :
> 
> i tried the functions :
> 
> keyswitchManipulatorL->getMatrix()
> viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> up)
> cameraL->getViewMatrixAsLookAt(eye, center, up)
> 
> all of those does not get me my moving statuse .
> i need my x,y,z and h,p,r current position ;
> 
> is there a function should i call to get me what i need ?
> 
> thanks


  
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Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Robert Osfield
Hi Art,

On Wed, Dec 17, 2008 at 11:33 AM, Art Tevs  wrote:
> yes we could also add some kind of getName() which returns a string. However 
> using a hash based approach would have more performance, because only integer 
> comparison is needed (if you want to check for the visitor type during a 
> traversal call for example). It will also remove the VisitorType enum which 
> isn't really covers the whole bunch of visitor types.

Um... I'm absolutely not about to go breaking the API so VisitorType
stays. The VisitorType is very useful for detecting specific types of
visitors such as event visitors, cull visitors etc as these have a
special role in the OSG as they are a fundamental part of each frame.
The rest of the NodeVisitor provided specialist functions.

className() is not getName(), one uses getName() for names of objects,
className() in the OSG is used exclusively for reporting the name of
the class.  This is both useful for serialisation and debugging
purposes.

I'm afraid I don't get the value of hash map in this context, the
performance aspect is trivial as this type of operation is done so
rarely per frame.

I have begun adding className and libraryName and a META_NodeVisitor
macro definition of these to all the core OSG node visitor, you are
welcome use this or ignore them.  I'm certainly not about to drop
existing API's to appease you preferences.

Robert.
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Gordon Tomlinson wrote:
> I use them and would not want to lose them, IVE, OSGA is not a suitable
> replacement for me
> 
> I don't see why they need to removed they work( maybe not to everyone's
> liking but they work ), they're useful to some
> 
> As to re-implementation , who's going to pay my company for the time and
> expenses to re-rite these go through all r
> Testing ands sign off procedures ?
> 
> Why change something that is not broken, might not be the best solution but
> they work 

Completely seconded. Maybe they should be reimplemented using a better
method, but to throw out support for zip files would be a mistake - it
is infinitely easier to move models around in a zip file than to explain
to a designer how to make an osga file or ive file, requiring extra
tools and so on. It is also easier to archive such models - everything
is in one place and I can always open them. IVE or osga formats can
change over time and I cannot load them back into a modeling tool.

I think these should be kept and perhaps fixed.

Regards,

Jan
-BEGIN PGP SIGNATURE-
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Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

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Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
Hi

yes we could also add some kind of getName() which returns a string. However 
using a hash based approach would have more performance, because only integer 
comparison is needed (if you want to check for the visitor type during a 
traversal call for example). It will also remove the VisitorType enum which 
isn't really covers the whole bunch of visitor types.

cheers,
art




--- Robert Osfield  schrieb am Mi, 17.12.2008:

> Von: Robert Osfield 
> Betreff: Re: [osg-users] Unknown visitor running first and general visitor 
> types
> An: stud_in...@yahoo.de, "OpenSceneGraph Users" 
> 
> Datum: Mittwoch, 17. Dezember 2008, 12:17
> Hi Art,
> 
> All osg::Object's have a className() method. 
> NodeVisitor is just
> subclass from osg::Referenced so doesn't have this, but
> we could
> certainly add it, it'd be less effort and more
> informative than the
> coming up with some hashmap scheme.
> 
> Robert.
> 
> On Wed, Dec 17, 2008 at 10:30 AM, Art Tevs
>  wrote:
> > Hi folks,
> >
> > It seems that in the current version of osg, there is
> some unknown node visitor running over all of my nodes. The
> node type does return just NODE_VISITOR=0. Hence I do not
> see any way to find out, which type of visitor is traversing
> there.
> >
> > Currently there exists so many different node visitors
> in the core osg, that it is somehow very strange to have the
> VisitorType enum only describing couple of them, which are
> even come from osgUtil and not from osg ;). I would propose
> to have here some other kind of identification of a visitor.
> >
> > What about being the visitor type not an enumeration
> but an integer and create new visitor types by something
> like a hash function over a string or so. Maybe a global
> method in the core osg like:
> > unsigned int osg::computeVisitorType(const
> std::string& type_id)
> > {
> >
> > }
> >
> >
> >
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >


  
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Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Robert Osfield
Hi Art,

All osg::Object's have a className() method.  NodeVisitor is just
subclass from osg::Referenced so doesn't have this, but we could
certainly add it, it'd be less effort and more informative than the
coming up with some hashmap scheme.

Robert.

On Wed, Dec 17, 2008 at 10:30 AM, Art Tevs  wrote:
> Hi folks,
>
> It seems that in the current version of osg, there is some unknown node 
> visitor running over all of my nodes. The node type does return just 
> NODE_VISITOR=0. Hence I do not see any way to find out, which type of visitor 
> is traversing there.
>
> Currently there exists so many different node visitors in the core osg, that 
> it is somehow very strange to have the VisitorType enum only describing 
> couple of them, which are even come from osgUtil and not from osg ;). I would 
> propose to have here some other kind of identification of a visitor.
>
> What about being the visitor type not an enumeration but an integer and 
> create new visitor types by something like a hash function over a string or 
> so. Maybe a global method in the core osg like:
> unsigned int osg::computeVisitorType(const std::string& type_id)
> {
>
> }
>
>
>
>
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Re: [osg-users] current View Point

2008-12-17 Thread Vincent Bourdier
Have a look on the Third person view example... You get your code from it,
and this example works well, so you should use it a base code, and modify it
to have what you are looking for.
You will be able to reply yourself I think.

2008/12/17 olfat ibrahim 

> sorry for much truble but i looked and found two ways can not understand
> how they work
>
> the first way is to use call back :
>
> so i added to the code :
>
>
> class UpdateCallback : public osg::NodeCallback
> {
>virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
>{
>std::cout<<"update callback - pre traverse"std::cout<<"update callback - post traverse"<}
> };
>
> and to the main loop :
>
> mt->setUpdateCallback(new UpdateCallback());
>
> but it made no changes.
>
> the second way :
>
> i added to the code :
>
>
> // Given a Camera, create a wireframe representation of its
> // view frustum. Create a default representation if camera==NULL.
> osg::Node*
> makeFrustumFromCamera( osg::Camera* camera )
> {
>osg::Node* loadedMode35 ;
>loadedMode35 = osgDB::readNodeFile("red.3DS");
>
>// Projection and ModelView matrices
>osg::Matrixd proj;
>osg::Matrixd mv;
> if (camera)
>{
>proj = camera->getProjectionMatrix();
>mv = camera->getViewMatrix();
>}
>else
>{
>// Create some kind of reasonable default Projection matrix.
>proj.makePerspective( 30., 1., 1., 10. );
>// leave mv as identity
>}
>
>// Get near and far from the Projection matrix.
>const double near = proj(3,2) / (proj(2,2)-1.0);
>const double far = proj(3,2) / (1.0+proj(2,2));
>
>// Get the sides of the near plane.
>const double nLeft = near * (proj(2,0)-1.0) / proj(0,0);
>const double nRight = near * (1.0+proj(2,0)) / proj(0,0);
>const double nTop = near * (1.0+proj(2,1)) / proj(1,1);
>const double nBottom = near * (proj(2,1)-1.0) / proj(1,1);
>
>// Get the sides of the far plane.
>const double fLeft = far * (proj(2,0)-1.0) / proj(0,0);
>const double fRight = far * (1.0+proj(2,0)) / proj(0,0);
>const double fTop = far * (1.0+proj(2,1)) / proj(1,1);
>const double fBottom = far * (proj(2,1)-1.0) / proj(1,1);
>
>
>// Create parent MatrixTransform to transform the view volume by
>// the inverse ModelView matrix.
>osg::MatrixTransform* mt = new osg::MatrixTransform;
>mt->setMatrix( osg::Matrixd::inverse( mv ) );
>mt->addChild( loadedMode35 );
>
> return mt;
> }
>
>
> and i was suppose to change the loop to :
>
> while (!viewer.done())
>{
>// Update the wireframe frustum
>root->removeChild( 0, 1 );
>root->insertChild( 0, makeFrustumFromCamera(
>viewer.getView( 0 )->getCamera() ) );
>
>viewer.frame();
>}
>
>
> but i was not sure what is this suppose to do ??
> also i did not find "viewer.getView" function or equivelant to it
>
>
> is there some way to help me fix or understand one of the two previous ways
> or is there a way to directly update the node positon from the camira
> position in the loop like using :
>
> osg::NodeCallback* nc = new osg::AnimationPathCallback(
> ),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees());
>transform->setUpdateCallback(nc);
>
> or transform(x,y,z)
>   rotate (h,p,r);
>
> and get it directly from the current camera position matrix ?
>
>
> please help
> --- On Wed, 12/17/08, Vincent Bourdier  wrote:
>
> > From: Vincent Bourdier 
> > Subject: Re: [osg-users] current View Point
> > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" <
> osg-users@lists.openscenegraph.org>
> > Date: Wednesday, December 17, 2008, 3:09 AM
> > Each frame, you have to update your matrix. For the moment
> > you set it, next
> > you frame() the viewer, nothing more. Matrix will no update
> > itself.
> >
> > To update it, do it in the viewer loop (after/before
> > frame()), or create a
> > new nodeCallback. Have a look on nodeCallback to see how to
> > use it.
> >
> > Regards,
> >Vincent.
> >
> > 2008/12/17 olfat ibrahim 
> >
> > > i have two viewers and put the scene in groups one for
> > the whole scene and
> > > one for the pointer i want to move:
> > >
> > > osg::Group* root = new osg::Group; // groupp have all
> > other objects
> > >osg::Group* Mainroot = new osg::Group; // the
> > whole scene
> > >Mainroot->addChild(root);
> > >
> > > osgViewer::Viewer viewer;
> > > osgViewer::Viewer viewer1;
> > >
> > > //set left camera for left view
> > > osg::ref_ptr cameraL = new
> > osg::Camera;
> > > ...
> > > // add the matrix transformation
> > > osg::MatrixTransform* mt = new osg::MatrixTransform;
> > > mt->setMatrix(
> > cameraL->getViewMatrix() );
> > > mt->addChild( loadedMode35 );
> > >Mainroot->addChild(mt);
> > >
> > > viewer.setCameraManipulator(
> > keyswitchManipulatorL.get() );
> > >
> > > //set right camera for 

Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Ralph Kern
Hi Robert,

I tried now to use the standard installed OpenSceneGraph (Ubuntu 8.10
has osg 2.4.0-1.1). But I find the appropriate include files in the
Ubuntu packages.

I'll try otherway round to install the svn version to see if it works
with standard paths.

regards Ralph

Robert Osfield schrieb:
> Hi Ralf,
> 
> I don't have any fresh ideas for solving the path issue, save perhaps
> for installing the OSG in standard paths.
> 
> The alternative to playing with paths is to try a static build of the
> OSG and your plugin.
> 
> Robert.
> 

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Re: [osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
Sorry, I have send the message before completing it:

unsigned int osg::computeVisitorType(const std::string& type_id)
{
   return some_hash(type_id);
}

This would enable the possibility to check out which type of visitor is 
currently traversing the node. Also in future releases or in external 
applications with just different visitors there would be a possibility to 
detect visitor types in a simple way.

All osg visitors might be named with "osg_" prefix and hence make them more or 
less unique (of course in the limitation of the hash function used).

What about that idea?

art
> It seems that in the current version of osg, there is some
> unknown node visitor running over all of my nodes. The node
> type does return just NODE_VISITOR=0. Hence I do not see any
> way to find out, which type of visitor is traversing there.
> 
> Currently there exists so many different node visitors in
> the core osg, that it is somehow very strange to have the
> VisitorType enum only describing couple of them, which are
> even come from osgUtil and not from osg ;). I would propose
> to have here some other kind of identification of a visitor.
> 
> What about being the visitor type not an enumeration but an
> integer and create new visitor types by something like a
> hash function over a string or so. Maybe a global method in
> the core osg like:
> unsigned int osg::computeVisitorType(const std::string&
> type_id)
> {
> 
> }
> 
> 
> 
>   
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[osg-users] Unknown visitor running first and general visitor types

2008-12-17 Thread Art Tevs
Hi folks,

It seems that in the current version of osg, there is some unknown node visitor 
running over all of my nodes. The node type does return just NODE_VISITOR=0. 
Hence I do not see any way to find out, which type of visitor is traversing 
there.

Currently there exists so many different node visitors in the core osg, that it 
is somehow very strange to have the VisitorType enum only describing couple of 
them, which are even come from osgUtil and not from osg ;). I would propose to 
have here some other kind of identification of a visitor.

What about being the visitor type not an enumeration but an integer and create 
new visitor types by something like a hash function over a string or so. Maybe 
a global method in the core osg like:
unsigned int osg::computeVisitorType(const std::string& type_id)
{

}



  
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Re: [osg-users] osgPPU v0.3 cycles problem

2008-12-17 Thread Art Tevs
Hi Alexandre,


The problem is that from somewhere in the osg there is a node visitor running 
over the osgPPU pipeline which hasn't specified type. I would expect here to 
run the update visitor first, but there is some other visitor running, and I do 
not know which one ;(, because the visitor has no specified type information 
(getVisitorType() returns just NODE_VISITOR).

I have updated the trunk version of osgPPU. It seems the problems with the 
cycles are gone now. Test it out. If you would like to stay on version 0.3 of 
osgPPU, then you have to rewrite the ::traverse method of Processor.cpp from 
the trunk in your copy of osgPPU.

Cheers,
art



--- alexandre amyot murray  schrieb am Di, 
16.12.2008:

> Von: alexandre amyot murray 
> Betreff: [osg-users] osgPPU v0.3 cycles problem
> An: osg-users@lists.openscenegraph.org
> Datum: Dienstag, 16. Dezember 2008, 22:19
> Hi (Art :) )
> 
> I just upgrade osgPPU to version 0.3. After I changed every
> osgPPU::Shader
> to osgPPU::ShaderAttribute, my application still crashes in
> an unexpected
> way.
> 
> But after a couple of hours of investigation (I almost went
> back to version
> 0.2), I finally found what was the bug. I have a lot of
> UnitInOut in my
> application that add themself to create a specific effect.
> 
> Exemple  :
> 
> osgPPU::UnitInOut * aUnit = new osgPPU::UnitInOut();
> 
> osgPPU::ShaderAttribute* aShaderAttribute = new
> osgPPU::ShaderAttribute();
> aShaderAttribute->addShader(someShader);
> 
> aShaderAttribute->add("tex0",
> osg::Uniform::SAMPLER_2D);
> aShaderAttribute->set("tex0", 0);
> aShaderAttribute->add("tex1",
> osg::Uniform::SAMPLER_2D);
> aShaderAttribute->set("tex1", 1);
> 
> aUnit->getOrCreateStateSet()->setAttributeAndModes(aShaderAttribute);
> 
> previousUnit->addChild( aUnit );
> aUnit->addChild( aUnit );   
> // this
> line seems to not be valid anymore
> 
> It seems like this is not a good practice anymore and I
> didn't find a way to
> replicate it.
> 
> 
> Hope you can help me
> 
> Thanks
> 
> Alex
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Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-17 Thread J.P. Delport

Hi David,

David Spilling wrote:

Brian, JP,

The osgmultiplerendertargets example uses (by default) 
GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even 
GL_RGBA16F_ARB. Could this be a card issue?


Yes, if I remember correctly, at the time I made the example I was 
fiddling with various settings. On the card I tested, the 
GL_FLOAT_RGBA32_NV was faster than GL_RGBA32F_ARB.


There is no real reason to not use the ARB formats. I'll submit a 
modified example with the NV options commented out and documented.




I would be interested to know whether this example works for you if you 
change to GL_RGBA32F_ARB or GL_RGBA16F_ARB. I admit, I haven't tried it 
myself yet - and now intend to - but certainly in my own app (on ATI), I 
have had issues with GL_RGBA16F_ARB and GL_FLOAT in the past. Things 
might be better now.


I know GL_RGBA32F_ARB and GL_FLOAT work fine, we use it all the time on 
NVidia 8-series and up.


I've just tested GL_RGBA16F_ARB with GL_FLOAT and it works fine after I 
replaced all e-12 and e12 with e-3 and e3. This is on GeForce 7400Go.


jp




David




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Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Robert Osfield
Hi Ralf,

I don't have any fresh ideas for solving the path issue, save perhaps
for installing the OSG in standard paths.

The alternative to playing with paths is to try a static build of the
OSG and your plugin.

Robert.

On Wed, Dec 17, 2008 at 9:35 AM, Ralph Kern  wrote:
> Hi all,
>
> the LD_LIBRARY_PATH issue for the linux plugin is still annoying.
>
> I tried to use a proxy shared lib, which sets up an appriopriate path
> using setenv() and then calls dlopen() on the plugin lib.
>
> But it fails because LD_LIBRARY_PATH is only evaluated once during
> startup of the firefox program. It cannot be manipulated later.
>
> any more ideas?
>
> regards Ralph
>
> Ralph Kern schrieb:
>> Hi Andreas,
>>
>> I'm making some progress in the linux port. I already can see the models
>> on your page, but only if I start firefox with LD_LIBRARY_PATH set to
>> the plugin directory.
>>
>> Now I need to search for some hack to port your library search path
>> extensions to linux. This is not easy, because the plugin is not lazily
>> loaded like in Windows. And there's no SetDllDirectory like in Windows.
>>
>> So I need to find a way to patch the search path before the FF plugin is
>> loaded, otherwise the load fails because it cannot locate libosgdb.so
>> and libosgViewer.so.
>>
>> I think the right path is to have a proxy plugin, which manipulates the
>> path and then loads the correct plugin using dlopen().
>>
>> If someone knows a better way, let me know!
>>
>> Regards Ralph
>>
>>
>>
>> Andreas Goebel schrieb:
>>> Hi,
>>>
>>> I have changed a little bit in the xpi and in the plugin itself. It now
>>> not only adds the plugin-directory to the osg-file-path, but to the
>>> windows-dll-search-path. This worked at least on my machine to enable
>>> .ive-support without having the osg-libs in your path.
>>>
>>> Please: Those people who didn´t see the lower three models, uninstall
>>> the old plugin, install the new one and try. Note that that function
>>> (named SetDllDirectory ) is only available from WinXP SP1 onwards, so
>>> this plugin won´t work with older windows versions. I think that only
>>> very few people are using older windows now.
>>>
>>> Hope this works ...
>>>
>>>
>>> Regards,
>>>
>>> Andreas
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>>
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Re: [osg-users] Build error in osgdb_osgAnimation (Windows, SVN)

2008-12-17 Thread Robert Osfield
Thanks JS, fix merged and submitted to SVN.

On Wed, Dec 17, 2008 at 3:04 AM, Jean-Sébastien Guay
 wrote:
> Hi again,
>
>> Perhaps a missing EXPORT or something like that?
>
> Yep. Fix attached.
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
> /*  -*-c++-*-
>  *  Copyright (C) 2008 Cedric Pinson 
>  *
>  * This library is open source and may be redistributed and/or modified
> under
>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>  * (at your option) any later version.  The full license is in LICENSE file
>  * included with this distribution, and on the openscenegraph.org website.
>  *
>  * This library is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>  * OpenSceneGraph Public License for more details.
> */
>
> #ifndef OSGANIMATION_SKELETON_H
> #define OSGANIMATION_SKELETON_H
>
> #include 
> #include 
> #include 
>
> namespace osgAnimation
> {
>
>class OSGANIMATION_EXPORT Skeleton : public Bone
>{
>public:
>META_Node(osgAnimation, Skeleton);
>
>struct OSGANIMATION_EXPORT UpdateSkeleton : public osg::NodeCallback
>{
>META_Object(osgAnimation, UpdateSkeleton);
>UpdateSkeleton() {}
>UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp&
> copyop= osg::CopyOp::SHALLOW_COPY) : osg::NodeCallback(us, copyop) {}
>virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
>};
>
>Skeleton(const Skeleton& b, const osg::CopyOp& copyop=
> osg::CopyOp::SHALLOW_COPY) : Bone(b,copyop) {}
>Skeleton();
>void setDefaultUpdateCallback(void);
>void computeBindMatrix() { _invBindInSkeletonSpace =
> osg::Matrix::inverse(_bindInBoneSpace); }
>};
>
> }
>
> #endif
>
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Re: [osg-users] current View Point

2008-12-17 Thread olfat ibrahim
sorry for much truble but i looked and found two ways can not understand how 
they work 

the first way is to use call back :

so i added to the code :


class UpdateCallback : public osg::NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
std::cout<<"update callback - pre traverse"getProjectionMatrix();
mv = camera->getViewMatrix();
}
else
{
// Create some kind of reasonable default Projection matrix.
proj.makePerspective( 30., 1., 1., 10. );
// leave mv as identity
}

// Get near and far from the Projection matrix.
const double near = proj(3,2) / (proj(2,2)-1.0);
const double far = proj(3,2) / (1.0+proj(2,2));

// Get the sides of the near plane.
const double nLeft = near * (proj(2,0)-1.0) / proj(0,0);
const double nRight = near * (1.0+proj(2,0)) / proj(0,0);
const double nTop = near * (1.0+proj(2,1)) / proj(1,1);
const double nBottom = near * (proj(2,1)-1.0) / proj(1,1);

// Get the sides of the far plane.
const double fLeft = far * (proj(2,0)-1.0) / proj(0,0);
const double fRight = far * (1.0+proj(2,0)) / proj(0,0);
const double fTop = far * (1.0+proj(2,1)) / proj(1,1);
const double fBottom = far * (proj(2,1)-1.0) / proj(1,1);


// Create parent MatrixTransform to transform the view volume by
// the inverse ModelView matrix.
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix( osg::Matrixd::inverse( mv ) );
mt->addChild( loadedMode35 );

return mt;
}
 

and i was suppose to change the loop to :

while (!viewer.done())
{
// Update the wireframe frustum
root->removeChild( 0, 1 );
root->insertChild( 0, makeFrustumFromCamera(
viewer.getView( 0 )->getCamera() ) );

viewer.frame();
}


but i was not sure what is this suppose to do ??
also i did not find "viewer.getView" function or equivelant to it 


is there some way to help me fix or understand one of the two previous ways or 
is there a way to directly update the node positon from the camira position in 
the loop like using :

osg::NodeCallback* nc = new osg::AnimationPathCallback( 
),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees());
transform->setUpdateCallback(nc);

or transform(x,y,z)
   rotate (h,p,r);

and get it directly from the current camera position matrix ?


please help
--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] current View Point
> To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 
> 
> Date: Wednesday, December 17, 2008, 3:09 AM
> Each frame, you have to update your matrix. For the moment
> you set it, next
> you frame() the viewer, nothing more. Matrix will no update
> itself.
> 
> To update it, do it in the viewer loop (after/before
> frame()), or create a
> new nodeCallback. Have a look on nodeCallback to see how to
> use it.
> 
> Regards,
>Vincent.
> 
> 2008/12/17 olfat ibrahim 
> 
> > i have two viewers and put the scene in groups one for
> the whole scene and
> > one for the pointer i want to move:
> >
> > osg::Group* root = new osg::Group; // groupp have all
> other objects
> >osg::Group* Mainroot = new osg::Group; // the
> whole scene
> >Mainroot->addChild(root);
> >
> > osgViewer::Viewer viewer;
> > osgViewer::Viewer viewer1;
> >
> > //set left camera for left view
> > osg::ref_ptr cameraL = new
> osg::Camera;
> > ...
> > // add the matrix transformation
> > osg::MatrixTransform* mt = new osg::MatrixTransform;
> > mt->setMatrix(
> cameraL->getViewMatrix() );
> > mt->addChild( loadedMode35 );
> >Mainroot->addChild(mt);
> >
> > viewer.setCameraManipulator(
> keyswitchManipulatorL.get() );
> >
> > //set right camera for the right view
> > osg::ref_ptr cameraR = new
> osg::Camera;
> >
> > viewer1.setCameraManipulator(
> keyswitchManipulatorR.get() );
> >
> >
> >
> > //load data for each viewer
> > viewer.setSceneData( root);
> > viewer1.setSceneData( Mainroot);
> >
> >
> > //run the viewer
> > while( !viewer.done() )
> >{
> >// fire off the cull and draw traversals of the
> scene.
> >viewer.frame();
> >viewer1.frame();
> >
> >}
> >
> > now the object i used did not move what is the problem
> ??
> >
> > --- On Wed, 12/17/08, Vincent Bourdier
>  wrote:
> >
> > > From: Vincent Bourdier
> 
> > > Subject: Re: [osg-users] current V

Re: [osg-users] osg firefox plugin alpha

2008-12-17 Thread Ralph Kern
Hi all,

the LD_LIBRARY_PATH issue for the linux plugin is still annoying.

I tried to use a proxy shared lib, which sets up an appriopriate path
using setenv() and then calls dlopen() on the plugin lib.

But it fails because LD_LIBRARY_PATH is only evaluated once during
startup of the firefox program. It cannot be manipulated later.

any more ideas?

regards Ralph

Ralph Kern schrieb:
> Hi Andreas,
> 
> I'm making some progress in the linux port. I already can see the models
> on your page, but only if I start firefox with LD_LIBRARY_PATH set to
> the plugin directory.
> 
> Now I need to search for some hack to port your library search path
> extensions to linux. This is not easy, because the plugin is not lazily
> loaded like in Windows. And there's no SetDllDirectory like in Windows.
> 
> So I need to find a way to patch the search path before the FF plugin is
> loaded, otherwise the load fails because it cannot locate libosgdb.so
> and libosgViewer.so.
> 
> I think the right path is to have a proxy plugin, which manipulates the
> path and then loads the correct plugin using dlopen().
> 
> If someone knows a better way, let me know!
> 
> Regards Ralph
> 
> 
> 
> Andreas Goebel schrieb:
>> Hi,
>>
>> I have changed a little bit in the xpi and in the plugin itself. It now
>> not only adds the plugin-directory to the osg-file-path, but to the
>> windows-dll-search-path. This worked at least on my machine to enable
>> .ive-support without having the osg-libs in your path.
>>
>> Please: Those people who didn´t see the lower three models, uninstall
>> the old plugin, install the new one and try. Note that that function
>> (named SetDllDirectory ) is only available from WinXP SP1 onwards, so
>> this plugin won´t work with older windows versions. I think that only
>> very few people are using older windows now.
>>
>> Hope this works ...
>>
>>
>> Regards,
>>
>> Andreas
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Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-17 Thread David Spilling
Brian, JP,

The osgmultiplerendertargets example uses (by default) GL_FLOAT_RGBA32_NV,
rather than either GL_RGBA32F_ARB, or even GL_RGBA16F_ARB. Could this be a
card issue?

I would be interested to know whether this example works for you if you
change to GL_RGBA32F_ARB or GL_RGBA16F_ARB. I admit, I haven't tried it
myself yet - and now intend to - but certainly in my own app (on ATI), I
have had issues with GL_RGBA16F_ARB and GL_FLOAT in the past. Things might
be better now.

David
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Re: [osg-users] [osgAL] Link error in release

2008-12-17 Thread Sukender
Hi Anna,

It was so obvious that I didn't see it! Yes, adding the lib into the project 
fixed it. I was so sure that could not be so simple that I didn't even checked 
it.
Thank you very much.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Le Wed, 17 Dec 2008 00:28:42 +0100, Anna Sokol  a écrit:

> Hi Sukender,
>
>> unresolved external symbol "unsigned int __thiscall
>> OpenThreads::Atomic::operator++()"
>> referenced in function "osg::ref_ptr & 
>> osg::ref_ptr> osgDB::DotOsgWrapper>::operator=(osgDB::DotOsgWrapper *)"
>
> The above error occurs because OpenThreads is not included in the
> library dependencies for osgAL.
> This didn't cause any errors with osg2.4 but did cause compile errors
> with osg2.6. and osg2.6.1 .
> By including OpenThreads library dependency the compile errors went
> away with osg2.6 and osg2.6.1 .
> I haven't tried to compile with osg2.7.x or the osg SVN. There might
> be additional incompatibilities there.
> I used Microsoft Visual Studio 2005 to compile.
> Hope this helps.
>
>  - Anna
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-17 Thread Michael Bosse'
I doubt very seriously that it would take much effort to port these to
a less hackish method. If I get some free time, i'll look into doing
it.


"It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families."
- Tacitus

"The desire for safety stands against every great and noble
enterprise." - Tacitus

"Those who would give up essential liberty to purchase a little
temporary safety deserve neither liberty nor safety." - Benjamin
Franklin

"Numquam ponenda est pluralitas sine necessitate." - William of Ockham



On Wed, Dec 17, 2008 at 1:42 AM, Gordon Tomlinson
 wrote:
> I use them and would not want to lose them, IVE, OSGA is not a suitable
> replacement for me
>
> I don't see why they need to removed they work( maybe not to everyone's
> liking but they work ), they're useful to some
>
> As to re-implementation , who's going to pay my company for the time and
> expenses to re-rite these go through all r
> Testing ands sign off procedures ?
>
> Why change something that is not broken, might not be the best solution but
> they work
>
>
> 
>
> Capture the magic of Christmas this year see http://www.capturethemagic.com
> 
> __
> Gordon Tomlinson
>
> gor...@gordontomlinson.com
> IM: gordon3db...@3dscenegraph.com
> www.vis-sim.com www.gordontomlinson.com
> 
> __
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
> Sent: Tuesday, December 16, 2008 11:56 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Removing the tgz, osgtgz and zip plugins
>
> Ulrich Hertlein wrote:
>> I agree that the implementation is hacky but the functionality is
> definitively
>> useful
>> (speaking for zip files only):
>> - they are a common way to distribute a complete model (non-OSG objects,
>> textures, etc.)
>> - they can be easily created by the artists, no need to have OSG installed
>> - usable by other packages; .osg, .osga, and .ive are leaf file formats if
> you
>> will
>>
>
> That, and couldn't they be re-implemented using zlib (which is already
> necessary for the png plugin)?
>
> --"J"
>
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Re: [osg-users] current View Point

2008-12-17 Thread Vincent Bourdier
Each frame, you have to update your matrix. For the moment you set it, next
you frame() the viewer, nothing more. Matrix will no update itself.

To update it, do it in the viewer loop (after/before frame()), or create a
new nodeCallback. Have a look on nodeCallback to see how to use it.

Regards,
   Vincent.

2008/12/17 olfat ibrahim 

> i have two viewers and put the scene in groups one for the whole scene and
> one for the pointer i want to move:
>
> osg::Group* root = new osg::Group; // groupp have all other objects
>osg::Group* Mainroot = new osg::Group; // the whole scene
>Mainroot->addChild(root);
>
> osgViewer::Viewer viewer;
> osgViewer::Viewer viewer1;
>
> //set left camera for left view
> osg::ref_ptr cameraL = new osg::Camera;
> ...
> // add the matrix transformation
> osg::MatrixTransform* mt = new osg::MatrixTransform;
> mt->setMatrix( cameraL->getViewMatrix() );
> mt->addChild( loadedMode35 );
>Mainroot->addChild(mt);
>
> viewer.setCameraManipulator( keyswitchManipulatorL.get() );
>
> //set right camera for the right view
> osg::ref_ptr cameraR = new osg::Camera;
>
> viewer1.setCameraManipulator( keyswitchManipulatorR.get() );
>
>
>
> //load data for each viewer
> viewer.setSceneData( root);
> viewer1.setSceneData( Mainroot);
>
>
> //run the viewer
> while( !viewer.done() )
>{
>// fire off the cull and draw traversals of the scene.
>viewer.frame();
>viewer1.frame();
>
>}
>
> now the object i used did not move what is the problem ??
>
> --- On Wed, 12/17/08, Vincent Bourdier  wrote:
>
> > From: Vincent Bourdier 
> > Subject: Re: [osg-users] current View Point
> > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" <
> osg-users@lists.openscenegraph.org>
> > Date: Wednesday, December 17, 2008, 2:46 AM
> > Hi,
> >
> > Please, make replies to your posts ! do not make a new
> > thread each time ...
> > If you reply to your post, we will have all the mailing
> > history of this
> > question, and we can see the evolution of the problem.
> >
> > Next, just with this code, we cannot see what the problem
> > is.
> > Tell us what is good in your code, what you want to do with
> > this code...
> >
> > For your problem : maybe it works, but you need a callback
> > or a loop to see
> > the matrix changing in real-time... Not easy to understand
> > this little peace
> > of code without more explanations.
> >
> > Regards,
> >Vincent.
> >
> > 2008/12/16 olfat ibrahim 
> >
> > > hi :
> > >
> > > iam creating a program that have two windows one i
> > make a drive in it and
> > > the other is like a map i want to put indecator in the
> > 2nd window that
> > > indicate my current position in the first one
> > >
> > > i used the following code but nothing happend:
> > >
> > >
> > > // Projection and ModelView matrices
> > >osg::Matrixd proj;
> > >osg::Matrixd mv;
> > > ...
> > > proj = cameraL->getProjectionMatrix();
> > >
> > >  mv = cameraL->getViewMatrix();
> > >// Create parent MatrixTransform to
> > transform the view
> > > volume by
> > >// the inverse ModelView matrix.
> > >osg::MatrixTransform* mt = new
> > osg::MatrixTransform;
> > >mt->setMatrix(
> > osg::Matrixd::inverse( mv ) );
> > >mt->addChild( loadedMode35 );
> > >Mainroot->addChild(mt);
> > >
> > > ...
> > >
> > >
> > > can some one tell me where iam going wrong ??
> > >
> > >
> > > tahnks
> > >
> > >
> > >
> > >
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
>
>
>
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Re: [osg-users] current View Point

2008-12-17 Thread olfat ibrahim
i have two viewers and put the scene in groups one for the whole scene and one 
for the pointer i want to move:

osg::Group* root = new osg::Group; // groupp have all other objects
osg::Group* Mainroot = new osg::Group; // the whole scene
Mainroot->addChild(root);

osgViewer::Viewer viewer;
osgViewer::Viewer viewer1;

//set left camera for left view
osg::ref_ptr cameraL = new osg::Camera;
...
// add the matrix transformation 
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix( cameraL->getViewMatrix() );
mt->addChild( loadedMode35 );
Mainroot->addChild(mt);

viewer.setCameraManipulator( keyswitchManipulatorL.get() );

//set right camera for the right view
osg::ref_ptr cameraR = new osg::Camera;

viewer1.setCameraManipulator( keyswitchManipulatorR.get() );



//load data for each viewer
viewer.setSceneData( root);
viewer1.setSceneData( Mainroot);


//run the viewer
while( !viewer.done() )
{
// fire off the cull and draw traversals of the scene.
viewer.frame();
viewer1.frame();

}

now the object i used did not move what is the problem ??

--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] current View Point
> To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 
> 
> Date: Wednesday, December 17, 2008, 2:46 AM
> Hi,
> 
> Please, make replies to your posts ! do not make a new
> thread each time ...
> If you reply to your post, we will have all the mailing
> history of this
> question, and we can see the evolution of the problem.
> 
> Next, just with this code, we cannot see what the problem
> is.
> Tell us what is good in your code, what you want to do with
> this code...
> 
> For your problem : maybe it works, but you need a callback
> or a loop to see
> the matrix changing in real-time... Not easy to understand
> this little peace
> of code without more explanations.
> 
> Regards,
>Vincent.
> 
> 2008/12/16 olfat ibrahim 
> 
> > hi :
> >
> > iam creating a program that have two windows one i
> make a drive in it and
> > the other is like a map i want to put indecator in the
> 2nd window that
> > indicate my current position in the first one
> >
> > i used the following code but nothing happend:
> >
> >
> > // Projection and ModelView matrices
> >osg::Matrixd proj;
> >osg::Matrixd mv;
> > ...
> > proj = cameraL->getProjectionMatrix();
> >
> >  mv = cameraL->getViewMatrix();
> >// Create parent MatrixTransform to
> transform the view
> > volume by
> >// the inverse ModelView matrix.
> >osg::MatrixTransform* mt = new
> osg::MatrixTransform;
> >mt->setMatrix(
> osg::Matrixd::inverse( mv ) );
> >mt->addChild( loadedMode35 );
> >Mainroot->addChild(mt);
> >
> > ...
> >
> >
> > can some one tell me where iam going wrong ??
> >
> >
> > tahnks
> >
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >


  
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