Re: [osg-users] unknown Quicktime SDK error...

2007-08-03 Thread alessandro terenzi
Well,
on the other pc there was an old version, but I upgraded it because of
another error code. Currently I have the last version becuase quicktime
player upgraded itself by internet, so I think it downloaded latest version
available...I  guess.

I also tried to play movies with the player and it works, anyway, I can play
them also within my osg application, so the plugin is working fine, despite
of that unknown error... I just wonder what that error means.

Regards.
Alessandro


On 8/2/07, Stephan Huber [EMAIL PROTECTED] wrote:

 alessandro terenzi schrieb:
  I wanted to test my osg application on another pc... so I moved every
  required dll on the other machine... in my application I use to play
  movies using quicktime plugin but at the beginning of the application
  I get the following error code from Quicktime SDK: -2002
 
  I found out that -2002 corrensponds to badPublicMovieAtom ...
  actually the application seems to run without problems, but I wonder
  what that error means, does anybody know it?
 Did you install quicktime on the other pc? What version did you install?
 Did you try to play one of your movies with the regular quicktime-player?


 Stephan
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Michael,


On 8/2/07, Michael Ebner [EMAIL PROTECTED] wrote:
 1.) How do i get access to a RenderStage object, to set the sorting
 (i.e. osgUtil::RenderBin::SORT_FRONT_TO_BACK) so that my transparent
 object are rendered correctly?

This is bit of backward solution to your transparent object problem -
you aren't setting up your scene graph correctly, you should be
setting the transparent subgraphs to fall into the transparent
rendering bin via:

  stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

This is how the OSG has managed transparent state since the turn of
this century.  There is more fine grained control of render bins
available via StateSet as well, but this is whole big topic, but on
another occassion.  First just fix your scene graphs.


 2.) How can i get access to osgUtil::Statistics which i formerly
 accessed through RenderStage?

In 2.0 osgViewer there isn't a convenient way to get access to the
SceneView used for rendering.  In the latest in SVN the Camera's now
have a osgViewer::Renderer objects that you can use to get access to
the SceneView and from their the RenderStage and the Statistics.

 3.) Is there any way to use the new Multi-Threading Model, although the
 viewer is used as osgViewer::GraphicsWindowEmbedded gw =
 viewer_-setUpViewerAsEmbeddedInWindow(...) ?

GraphicsWindowEmbedded does not support multi-threading.  To use the
new threading models you'll need to use a full blown GraphicsWindow
implementation.

 4.) What exactly is the advantage of putting sutff that is rendered
 outside of osg into the Camera's Pre/PostDrawCallback? (as mentioned in
 a previous posting)

Previous posting? Lost me there, there are lots of postings on lots of
topics, some mention Camera pre/post draw callbacks.

As general note, integrating other OpenGL code with app can be done
via custom Drawable (as per osgteapot example), via pre/post draw
callbacks, via custom GraphicsOperations that you attach to the
GraphicsWindow/GraphicsThread, or just in the main loop if you are
running single theaded.  The advantage of using subclassing OSG
centric methods for adding your OpenGL code is that it can help manage
the threading for you and ordering.

Robert.

Robert.
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Michael Ebner
Hello Robert,

Robert Osfield wrote:
 stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 This is how the OSG has managed transparent state since the turn of
 this century.  There is more fine grained control of render bins
 available via StateSet as well, but this is whole big topic, but on
 another occassion.  First just fix your scene graphs.

I was already setting the TRANSPARENT_BIN, but had z write disabled and 
the RenderBin::SORT_FRONT_TO_BACK did the sorting. But it is working 
now, thanks.


 GraphicsWindowEmbedded does not support multi-threading.  To use the
 new threading models you'll need to use a full blown GraphicsWindow
 implementation.

Could you explain that to me in more detail? I took a quick look at the 
GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this 
seems all to be about setting up a window and providing a context to the 
Viewer.
The Viewer is handling the threads based on the context(s) provided, so 
it should not make a difference if he gets them from embedded or full 
blown GraphicsWindow? Or am i missing something here?

I'm using SDL for window and input handling and read in:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html

about a GraphicsWindowSDL class, is it going to be submitted to SVN?

Thanks for help and keep up the good work!

greetings,
Michael.


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Re: [osg-users] compiling examples

2007-08-03 Thread Robert Osfield
Hi Peter,

On 8/3/07, Peter Gebauer [EMAIL PROTECTED] wrote:
 The mouse is working, the keyboard does not. To make the keyboard work again
 I have to click on the border of a window.

This is just a focus issue, its not that keyboard isn't working.

 Might be the WM, although, only OSG apps hit this problem.


Have you tried examples like osgviewerFLTK, osgviewerQT to see if they
have the same problem.

Robert.
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Robert Osfield
Hi Doug,

There are number of hoops one has to jump through to do safe
multi-threading with the OSG, osgViewer does these all for you, while
SceneView knows nothing of it and requires higher level classes to
handle it.  osgViewer itself does use SceneView so does illustrate
that it is possible using SceneView so you could possible use this as
guide.

Personally I'd recommend that VRJuggler just use osgViewer for
creating the windows and cameras as per the configuration required by
VRJuggler, this way you can take advantage of all the threading models
that osgViewer provides in a way that is known to be thread safe.

Another key advantage of adopting osgViewer is that problems you see
will be much more  reproducible by others who don't use VRJuggler.
For instance you could create a scene that uses a ClearNode and run in
standard OSG examples, and if the problems exists then I and others
can look into it.

With the current state of play, trying to help diagnose what might be
up would require a massive time investment in getting VR Juggler
installed, learning about it, setting up the case that reproduces the
problem, then stepping through to see where the problem lies.

The alterntaive of trying to debug this stuff remotely with even
knowing all the VRJuggler code is no mean feat either - there are many
things that VR Juggler could be doing wrong w.r.t multi-threaded set
up of the OSG, or it could a problem on the OSG side.  Trying to sort
it out this way would again require a huge investment of time all
round.

I'm afraid I'm certainly too over stretched to undertake such a
process.  One of osgViewer core goals is making multi-thread,
multi-channel usage of the OSG straight forward, hiding all the subtle
details and thread synchronization that is required.  I'm not familiar
with VR Juggler, but I would have though it should possible to replace
the existing SceneView framework with a osgViewer::Viewer object and
have the Viewer's windows and cameras all set up according to VR
Juggler configuration.

Robert.

On 8/2/07, Doug McCorkle [EMAIL PROTECTED] wrote:
 Hello,
   We are using SceneView from OSG 1.2 and VR Juggler in a
 multiple render thread environment. We are using the
 osgUtil::UpdateVisitor to update the graph in a serial portion of our
 code. SceneView::cull and SceneView::draw are called from each
 rendering thread. In this configuration we often see the displays
 flash the clear color on a random basis. We are setting the clear
 color through the use of a ClearNode and we clear the depth buffer at
 the beginning of the draw function. The flashing of the clear color
 is not seen when only one render thread is utilized. Is there a
 reason we are be seeing this behavior? Are we mismanaging something
 in our draw loop? Thanks for the help.

 Doug

 PS. Initial testing has shown this to occur under the OSG 1.9.x
 series as well.

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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Paul Martz
   We are using SceneView from OSG 1.2 and VR Juggler in a 
 multiple render thread environment. We are using the 
 osgUtil::UpdateVisitor to update the graph in a serial 
 portion of our code. SceneView::cull and SceneView::draw are 
 called from each rendering thread. In this configuration we 
 often see the displays flash the clear color on a random 
 basis. We are setting the clear color through the use of a 
 ClearNode and we clear the depth buffer at the beginning of 
 the draw function.

Hi Doug -- Just thinking of this in OpenGL terms, the dreaded blank screen
can have many many causes.

One possible explanation: The cull traversal on one of the displays randomly
thinks that everything is culled. This could be due to a configuration issue
for the camera controlling that display, the modelview/projection matrices
are bogus and/or the view volume used during the cull traversal isn't set
correctly. You might consider hacking the code to dump such information out
per frame. Yes, it will generate gobs of output, but if you do a short run
and see a flash, then examine the debug output, any one-frame irregularities
should jump out at you. If nothing shows up, then the problem is somewhere
else.

The other thought I had relates to the ClearNode. Does the problem go away
if you eliminate the ClearNode and just let SceneView do its own clearing?
   -Paul

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[osg-users] 答复: ??: A simple question from an learner.

2007-08-03 Thread ijustfu
Dear Mike,

 Thanks for you help. Follow you then it worked. Thanks again.

Bingli

 

  _  

发件人: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月3日 22:17
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] ??: A simple question from an learner.

 

Hi Bingli,

 

I suspect you've got pure CLR support (/clr:pure) selected in your project
configuration, which tells the compiler you're only using managed code.  You
need to have standard CLR support (/clr) selected to compile against the
native code of OSG.  The setting is in the General section of your project's
Configuration Properties.

 

-Mike

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ijustfu
Sent: Thursday, August 02, 2007 8:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ??: A simple question from an learner.

 

Dear Mike,

Thanks for you help. There are so many warnings and errors. Following
are some statements:

 

1-- Build started: Project: VGEForPRDAirPollution, Configuration: Debug
Win32 --

1Compiling...

1VGEForPRDAirPollution.cpp

1C:\OpenSceneGraph2.0\OpenSceneGraph\include\OpenThreads/Mutex(40) :
warning C4272: 'OpenThreads::Mutex::Mutex' : is marked
__declspec(dllimport); must specify native calling convention when importing
a function.

OpenThreads::Mutex::`vftable'' : per-appdomain symbol should not be marked
with __declspec(dllimport)

1C:\OpenSceneGraph2.0\OpenSceneGraph\include\osg/Referenced(64) : warning
C4272: 'osg::Referenced::ref' : is marked 

..

 

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0C)
public: void __clrcall osg::Referenced::ref(void)const 
([EMAIL PROTECTED]@osg@@$$FQBMXXZ) referenced in function public: __clrcall
osg::ref_ptrclass osg::Referenced::ref_ptrclass osg::Referenced(class
osg::ref_ptrclass osg::Referenced const )
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0D)
public: void __clrcall osg::Referenced::unref(void)const 
([EMAIL PROTECTED]@osg@@$$FQBMXXZ) referenced in function public: __clrcall
osg::ref_ptrclass osg::Referenced::~ref_ptrclass osg::Referenced(void)
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED])

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A11)
public: __clrcall osg::CopyOp::CopyOp(unsigned int)
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z) referenced in function public: 
__clrcall
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const )
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A12)
public: virtual __clrcall osg::CopyOp::~CopyOp(void)
([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function public: __clrcall
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const )
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A13)
public: __clrcall osg::Object::Object(void) ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED])
referenced in function public: __clrcall
osg::StateAttribute::Callback::Callback(void)
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A14)
public: __clrcall osg::Object::Object(bool) ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]@Z)
referenced in function public: __clrcall osg::RefMatrixd::RefMatrixd(void)
([EMAIL PROTECTED]@@[EMAIL PROTECTED])

..

1Build log was saved at
file://d:\VGEForPRDAirPollution\TestNet\VGEForPRDAirPollution\VGEForPRDAirP
ollution\Debug\BuildLog.htm

1VGEForPRDAirPollution - 1227 error(s), 4507 warning(s)

== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==

 

Thanks and regards

Bingli

The Institute of Space and Earth Information Science,

The Chinese university of Hong Kong, Shatin, N.T., Hong Kong, P.R.China

 

 

 

 

 

 

-邮件原件-
发件人: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月2日 22:23
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] A simple question from an learner.

 

OSG can definitely be used with WinForms.  It sounds like you're running

into some project configuration issue though.  If you can post your

error messages we might be able to provide better help.

 

-Mike

 

 -Original Message-

 From: [EMAIL PROTECTED] [mailto:osg-users-

 [EMAIL PROTECTED] On Behalf Of ijustfu

 Sent: Thursday, August 02, 2007 4:25 AM

 To: osg-users@lists.openscenegraph.org

 Subject: [osg-users] A simple question from an learner.

 

 Dear Robert.

 I build a simple OSG program with visual studio2005.net. I use c++

 language , and select window forms application, then get the

following

 codes:

 

 #include stdafx.h

 #include Form1.h

 

 #include osgViewer/Viewer

 #include osgDB/ReadFile

 

 using namespace VGEForPRDAirPollution;

 

 [STAThreadAttribute]

 int main(arraySystem::String ^ ^args)

 {

 // Enabling Windows XP visual effects before any 

[osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Robert Osfield
Hi All,

I have now added preliminary support into
osgViewer::View::setUpView*() methods for reading the DISPLAY variable
in order to initialize the hostName, displayNum and screenNum.

As helper functions there are now a ScreenIdentifier::readDISPLAY()
and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
a browse throught src/osgViewer/View.cpp to how they are used.

Could those requesting this support check out the latest in SVN and test it.

Robert.
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Re: [osg-users] Mac Pro multiple display problems..

2007-08-03 Thread Robert Osfield
Hi Martin,

On 8/3/07, martin.lavery [EMAIL PROTECTED] wrote:
 I have just been doing some testing on a 2.66 Ghz quad Mac Pro and
 i'm finding that it loads the first frame on only one display and
 then hangs.. This however this does not happen when only one display
 is connected. Has anyone else come across this issue?

Could you try running the app with different threading models:

  osgviewer cow.osg --SingleThreaded
  osgviewer cow.osg --CullDrawThreadPerContext
  osgviewer cow.osg --DrawThreadPerContext
  osgviewer cow.osg --CullThreadPerCameraDrawThreadPerContext
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Doug McCorkle

On Aug 3, 2007, at 10:47 AM, Paul Martz wrote:

   We are using SceneView from OSG 1.2 and VR Juggler in a
 multiple render thread environment. We are using the
 osgUtil::UpdateVisitor to update the graph in a serial
 portion of our code. SceneView::cull and SceneView::draw are
 called from each rendering thread. In this configuration we
 often see the displays flash the clear color on a random
 basis. We are setting the clear color through the use of a
 ClearNode and we clear the depth buffer at the beginning of
 the draw function.

 Hi Doug -- Just thinking of this in OpenGL terms, the dreaded  
 blank screen
 can have many many causes.

 One possible explanation: The cull traversal on one of the displays  
 randomly
 thinks that everything is culled. This could be due to a  
 configuration issue
 for the camera controlling that display, the modelview/projection  
 matrices
 are bogus and/or the view volume used during the cull traversal  
 isn't set
 correctly. You might consider hacking the code to dump such  
 information out
 per frame. Yes, it will generate gobs of output, but if you do a  
 short run
 and see a flash, then examine the debug output, any one-frame  
 irregularities
 should jump out at you. If nothing shows up, then the problem is  
 somewhere
 else.

I will give this a shot.

 The other thought I had relates to the ClearNode. Does the problem  
 go away
 if you eliminate the ClearNode and just let SceneView do its own  
 clearing?

As far as we can tell SceneView does not do clearing or not that we  
can find. Am I incorrect here? I have never really been able to  
figure out how to get reliable clearing with SceneView.

Doug

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Re: [osg-users] osgProducer::Viewer screen resolution

2007-08-03 Thread Tommes
Hello Andreas,

there's a camera associated with your viewer. This camera has a render
surface that provides all the functions you are looking for.

 1) How can I get actual screen resolution

RenderSurface::getScreenSize(screenwidth, screenheight)

 2) set osgProducer::Viewer to custom resolution

RenderSurface::setWindowRectangle( x, y, windowwidth, windowheight );

 3) set osgProducer::Viewer to full screen.

RenderSurface::fullscreen(bool )

\Tommes.
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[osg-users] Emulate Fog with TexGen

2007-08-03 Thread Bradford, Chase
Hey Everyone,

 

I've been trying to emulate a fade to transparent effect (think of a
linear fog that works on alpha, not color) using a 1D texture with 2
texels, 0 = opaque, 1 = transparent.  My problem is with generating the
texture coordinates

 

I thought I could use a texgen with EYE_LINEAR and an s plane of (0, 0,
1/far_dist, 0) but that doesn't produce the correct result. The
texture's wrap mode is GL_CLAMP.  I've also tried negating 1/far_dist.

 

Am I doing anything obviously wrong?

 

Thanks for any info,

Chase

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[osg-users] Paged Terrain and ground-tied entities

2007-08-03 Thread KSpam
My application used paged terrain, and I require some entities to be tied to 
the ground.

I am currently using an update callback in order to poll the current terrain 
height (osgUtil::IntersectVisitor) to ensure that the ground-tied entities 
are at the correct altitude.  Unfortunately, this is a waste of processor 
resources (and framerate).

I would like a way to determine that new terrain nodes have been loaded in 
order to minimize extraneous terrain polling.  Is there a on new terrain 
callback?

Can someone point me to an efficient strategy?

Thanks,
Justin
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[osg-users] invalid conversion from `int*' to `socklen_t*'

2007-08-03 Thread Martin Spott
Hi,
just wanted to let you know that I'm getting a compile error with
current SVN on FreeBSD:

[ 53%] Building CXX object 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o
/usr/bin/g++  -O3 -march=pentiumpro  -Dosgdb_net_EXPORTS   -fPIC 
-I/usr/local/src/OpenSceneGraph/include -I/usr/local/include   -o 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o -c 
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member 
function `sockinetaddr sockinetbuf::localaddr() const':
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error: 
invalid conversion from `int*' to `socklen_t*'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:   
initializing argument 3 of `int getsockname(int, sockaddr*, socklen_t*)'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member 
function `sockinetaddr sockinetbuf::peeraddr() const':
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error: 
invalid conversion from `int*' to `socklen_t*'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:   
initializing argument 3 of `int getpeername(int, sockaddr*, socklen_t*)'
gmake[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o] Fehler 1
gmake[2]: Leaving directory `/usr/local/src/OpenSceneGraph'


Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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Re: [osg-users] ??: A simple question from an learner.

2007-08-03 Thread Mike Wittman
Hi Bingli,

 

I suspect you've got pure CLR support (/clr:pure) selected in your project 
configuration, which tells the compiler you're only using managed code.  You 
need to have standard CLR support (/clr) selected to compile against the native 
code of OSG.  The setting is in the General section of your project's 
Configuration Properties.

 

-Mike

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ijustfu
Sent: Thursday, August 02, 2007 8:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ??: A simple question from an learner.

 

Dear Mike,

Thanks for you help. There are so many warnings and errors. Following are 
some statements:

 

1-- Build started: Project: VGEForPRDAirPollution, Configuration: Debug 
Win32 --

1Compiling...

1VGEForPRDAirPollution.cpp

1C:\OpenSceneGraph2.0\OpenSceneGraph\include\OpenThreads/Mutex(40) : warning 
C4272: 'OpenThreads::Mutex::Mutex' : is marked __declspec(dllimport); must 
specify native calling convention when importing a function.

OpenThreads::Mutex::`vftable'' : per-appdomain symbol should not be marked with 
__declspec(dllimport)

1C:\OpenSceneGraph2.0\OpenSceneGraph\include\osg/Referenced(64) : warning 
C4272: 'osg::Referenced::ref' : is marked 

..

 

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0C) 
public: void __clrcall osg::Referenced::ref(void)const  ([EMAIL 
PROTECTED]@osg@@$$FQBMXXZ) referenced in function public: __clrcall 
osg::ref_ptrclass osg::Referenced::ref_ptrclass osg::Referenced(class 
osg::ref_ptrclass osg::Referenced const ) ([EMAIL 
PROTECTED]@osg@@@osg@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0D) 
public: void __clrcall osg::Referenced::unref(void)const  ([EMAIL 
PROTECTED]@osg@@$$FQBMXXZ) referenced in function public: __clrcall 
osg::ref_ptrclass osg::Referenced::~ref_ptrclass osg::Referenced(void) 
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED])

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A11) 
public: __clrcall osg::CopyOp::CopyOp(unsigned int) ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@Z) referenced in function public: __clrcall 
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const ) ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A12) 
public: virtual __clrcall osg::CopyOp::~CopyOp(void) ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]) referenced in function public: __clrcall 
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const ) ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@@Z)

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A13) 
public: __clrcall osg::Object::Object(void) ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]) referenced in function public: __clrcall 
osg::StateAttribute::Callback::Callback(void) ([EMAIL PROTECTED]@osg@@[EMAIL 
PROTECTED])

1VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A14) 
public: __clrcall osg::Object::Object(bool) ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]@Z) referenced in function public: __clrcall 
osg::RefMatrixd::RefMatrixd(void) ([EMAIL PROTECTED]@@[EMAIL PROTECTED])

..

1Build log was saved at 
file://d:\VGEForPRDAirPollution\TestNet\VGEForPRDAirPollution\VGEForPRDAirPollution\Debug\BuildLog.htm

1VGEForPRDAirPollution - 1227 error(s), 4507 warning(s)

== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==

 

Thanks and regards

Bingli

The Institute of Space and Earth Information Science,

The Chinese university of Hong Kong, Shatin, N.T., Hong Kong, P.R.China

 

 

 

 

 

 

-邮件原件-
发件人: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月2日 22:23
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] A simple question from an learner.

 

OSG can definitely be used with WinForms.  It sounds like you're running

into some project configuration issue though.  If you can post your

error messages we might be able to provide better help.

 

-Mike

 

 -Original Message-

 From: [EMAIL PROTECTED] [mailto:osg-users-

 [EMAIL PROTECTED] On Behalf Of ijustfu

 Sent: Thursday, August 02, 2007 4:25 AM

 To: osg-users@lists.openscenegraph.org

 Subject: [osg-users] A simple question from an learner.

 

 Dear Robert.

 I build a simple OSG program with visual studio2005.net. I use c++

 language , and select window forms application, then get the

following

 codes:

 

 #include stdafx.h

 #include Form1.h

 

 #include osgViewer/Viewer

 #include osgDB/ReadFile

 

 using namespace VGEForPRDAirPollution;

 

 [STAThreadAttribute]

 int main(arraySystem::String ^ ^args)

 {

 // Enabling Windows XP visual effects before any controls are

 created

 Application::EnableVisualStyles();

 Application::SetCompatibleTextRenderingDefault(false);

 // Create the main window and run it

 Application::Run(gcnew Form1());

 

 osgViewer::Viewer viewer;

 

Re: [osg-users] compiling examples

2007-08-03 Thread Peter Gebauer
Hi again, Robert!

Yes, I know it's a focus problem, just can't figure out what. There's no 
problem when using FLTK, GLUT or SDL.

/Peter


On 2007-08-03 (Fri) 13:59, Robert Osfield wrote:
 Hi Peter,
 
 On 8/3/07, Peter Gebauer [EMAIL PROTECTED] wrote:
  The mouse is working, the keyboard does not. To make the keyboard work again
  I have to click on the border of a window.
 
 This is just a focus issue, its not that keyboard isn't working.
 
  Might be the WM, although, only OSG apps hit this problem.
 
 
 Have you tried examples like osgviewerFLTK, osgviewerQT to see if they
 have the same problem.
 
 Robert.
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[osg-users] Shader Problems.

2007-08-03 Thread Amal
Hi,
 I have a GLSL code using the Shader model 3.0 which works fine when Iam
linking and running with a simple OpenGL program. But when i try to link the
vertex and the pixel shader in a OSG program, the code does not work . Iam
just changing the osgparametric example with my shader codes and running it.
It does not seem to work fine . What could be the problems ?

I have installed a new NVIDIA driver after configuring and compiling the OSG
codebase. WIll that affect ?

regards.
Amal.
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Zullizum,

Could you break the various problems you've seen out into separate
emails send to osg-users so we can work through them one at a time,
and if there are bugs resolve them before 2.2.

Robert.

On 8/3/07, Zulizman Berdu [EMAIL PROTECTED] wrote:
 Hi,

 Mine also might have the same problem. I'm using terrapage for terrain in my
 application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
 2.1.3 the terrain start flickering. The code to avoid the auto calculate for
 near/far plane clipping seems not function anymore. The following are my
 code snippet,

 The code for OSG 1.2 :
 m_Viewer.getCullSettings().setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


 The code for OSG 2.0 :
 m_Camera = m_Viewer.getCamera();
 m_Camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

 Is there anything that i miss here ? Hope this can be resolved before ver
 2.2 coming out :)

 Thanks,
 -Zulizman-

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Re: [osg-users] View/Projection/ModelView matrix not applied?

2007-08-03 Thread Anders Backman
Hi again...

Two things of which the first is of higher priority...

1. To make the ModelView matrix match the osg definition (z-up) how
would you recommend that I calculate the modelview assuming that only
the Camera is known in a preDrawCallback, just so that I don't make
any assumptions that can later be changed in some other part of the
system?

I can get the ViewMatrix, I can also get the MatrixList (of all
matrices above the camera in the scenegraph), but to match osg and to
make it as flexible as the rest of osg, how would do this?



2. Regarding GraphicsContext, assume that I do need access to a
graphicsContext in a PreRender, how can I take control of that Context
avoiding any race condition?
Now, Im not sure where I get the hang, but it does have something to
do with the fact that Im accessing OpenGL when I should not...
Eventhough, when I get into the PreRender callback the Context is
active. so a simple makeCurrent() would not work.

On 8/2/07, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Anders,

 On 8/2/07, Anders Backman [EMAIL PROTECTED] wrote:
  Now I stumbled on a few things.
 
  1. I use to have a Producer::CameraCallback attached to the camera
  that I hooked up as a preDrawCallback.
 
  In that callback, the OpenGL Projection, ModelView and View matrix
  were all available through OpenGL calls.
 
  Now with osg::Camera using the same mechanism, the call:
 
 glGetDoublev(GL_MODELVIEW_MATRIX, m_modelview_matrix.ptr());
 
 
  Returns an identity matrix.
  That is the OpenGL state is not yet available in the callback.
  Im guessing this is applied later on, perhaps in the renderbin?

 The OSG doesn't apply any matrices till it needs to, and leaves the
 setting of the modelview matrix till is starts rendering the leaves on
 the render graph - so this is after the pre draw callback of a camera.

 In the case of Camera pre DrawCallback  the actual camera itself is
 passed into the callback functor so you should be able to use this
 directly.  Also as a general guide try to avoid doing glGet's in an
 OpenGL application as this can stall the graphics pipineline.


  As the callback is not a Visitor (!) I cant really use
  computeLocalToWorldMatrix() to get the modelmatrix to concatenate this
  into the ModelView either...
 
  So I can easily get the Projection and the View Matrix, but not the
  ModelMatrix in the preDrawCallback().
 
  Any suggestions?
  Im guessing the reason for this redesign is the new threading models,
  which is my next question...

 Noting setting the modelview matrix until needed is something that OSG
 has done since its earliest days.  The fact that you glGet code worked
 is merely down to Producer setting the matrices, and the way the OSG
 works these settings were ignored anyway.


  2. Im doing Haptic rendering (force rendering using a Phantom) and for
  this I'm using OpenHaptics which is sort of tapping into OpenGL for
  accessing rendered primitives for extracting what to render haptically
  (force rendering).
  This makes it sensitive to having OpenGL Contexts generated in
  different threads than the Context for the haptic devices...
 
 
  With the new threading models only two works as I designed OpenHaptics
  right now:
 
  OK:  --CullDrawThreadPerContext
  OK:  --SingleThreaded
 
  Hangs: --CullThreadPerCameraDrawThreadPerContext
  Hangs: --DrawThreadPerContext
 
  The questions is really, in what thread are the OpenGL Contexts
  created for the various threading models?
  It looks like its done in the main thread for the first two?

 The contexts are generated by the main application thread normally,
 its the makeCurrent when brings the context into the control of a
 particular GraphicsThread.  The real difference with
 CullThreadPerCameraDrawTheadPerContext and DrawThreadPerContext is not
 related to the GraphicsThread, rather its that the cull is done in the
 main or separate threads, and extra syncronization barriers exists to
 marshal these threads to make sure no data gets overwritten when its
 not safe.

 Robert.
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-- 



 Anders Backman   Email:[EMAIL PROTECTED]
 HPC2N/VRlab  Phone:+46 (0)90-786 9936
 Umea university  Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
   http://www.cs.umu.se/~andersb
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Re: [osg-users] invalid conversion from `int*' to `socklen_t*'

2007-08-03 Thread Mathias Froehlich

Martin

On Friday 03 August 2007 14:26, Martin Spott wrote:
 Hi,
 just wanted to let you know that I'm getting a compile error with
 current SVN on FreeBSD:

 [ 53%] Building CXX object
 src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o /usr/bin/g++  -O3
 -march=pentiumpro  -Dosgdb_net_EXPORTS   -fPIC
 -I/usr/local/src/OpenSceneGraph/include -I/usr/local/include   -o
 src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o -c
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member
 function `sockinetaddr sockinetbuf::localaddr() const':
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:
 invalid conversion from `int*' to `socklen_t*'
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:  
 initializing argument 3 of `int getsockname(int, sockaddr*, socklen_t*)'
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member
 function `sockinetaddr sockinetbuf::peeraddr() const':
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:
 invalid conversion from `int*' to `socklen_t*'
 /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:  
 initializing argument 3 of `int getpeername(int, sockaddr*, socklen_t*)'
 gmake[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o]
 Fehler 1 gmake[2]: Leaving directory `/usr/local/src/OpenSceneGraph'


 Cheers,
   Martin.

I will care for that not before monday ...

   Greetings

 Mathias

-- 
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Paul Martz
 We'll its RenderStage that SceneView uses to clear, and its 
 ClearNode that just adjusts the default settings of the clear 
 that RenderStage does and done from with the cull traversal.  
 In effect it'll be exactly the same code doing the clear, the 
 only difference is that how the values are set - one from the 
 defaults provided by SceneView, and one from the scene graph.

Ah! Thanks.
   -Paul

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[osg-users] Mac Pro multiple display problems..

2007-08-03 Thread martin.lavery
Hi Guys,

I have just been doing some testing on a 2.66 Ghz quad Mac Pro and  
i'm finding that it loads the first frame on only one display and  
then hangs.. This however this does not happen when only one display  
is connected. Has anyone else come across this issue?

Kind Regards,
Martin 
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Re: [osg-users] compiling examples

2007-08-03 Thread Peter Gebauer
Ok, it's odd. Must be IceWM that is not behaving correctly. Thanks for 
testing!

/Peter


On 2007-08-03 (Fri) 17:24, Robert Osfield wrote:
 Hi Peter,
 
 On 8/3/07, Peter Gebauer [EMAIL PROTECTED] wrote:
  Yes, I know it's a focus problem, just can't figure out what. There's no
  problem when using FLTK, GLUT or SDL.
 
 I have just tried osgviewer in various ways and focus always returns
 to the console that I fired up osgviewer from, doesn't matter if I
 open up full screen, or toggle back to window, or run across two
 separate screens.
 
 Robert.
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Re: [osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Peter Gebauer
Hiya!

Yes, the 2.0 release sources, worked nicely. I'll just install mesa and then 
reinstall the nvidia drivers, it used to be a good workaround before.

/Peter


On 2007-08-03 (Fri) 18:49, Robert Osfield wrote:
 Hi Peter,
 
 Nothing changed w.r.t GLU with the latest changes, in fact the OSG has
 always required GLU.
 
 Have you compiled the OSG before?  Which versions?
 
 Robert.
 
 On 8/3/07, Peter Gebauer [EMAIL PROTECTED] wrote:
  I tried building the latest SVN stuff and the build system complains
  about a missing GL/glu.h.
 
  The only Debian package providing glu.h is the libglu-mesa-dev package which
  requires mesa to be installed. I've had problems with Mesa before, it
  overwrites my nvidia libraries and I rather have hardware OpenGL than
  software OpenGL.
 
  Any suggestions on how to get hold of the GLU stuff without having to
  install Mesa?
 
  /Peter
 
 
  On 2007-08-03 (Fri) 16:50, Robert Osfield wrote:
   Hi All,
  
   I have now added preliminary support into
   osgViewer::View::setUpView*() methods for reading the DISPLAY variable
   in order to initialize the hostName, displayNum and screenNum.
  
   As helper functions there are now a ScreenIdentifier::readDISPLAY()
   and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
   a browse throught src/osgViewer/View.cpp to how they are used.
  
   Could those requesting this support check out the latest in SVN and test 
   it.
  
   Robert.
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