Re: [osg-users] HTML support
On 9/6/07, deepti g [EMAIL PROTECTED] wrote: Are there any other libraries like llmozlib ... which will help in displaying html in an application ... something which is more OSG friendly :) ? I have made several researches on the subject and I must admit that llmozlib is currently the best solution I have found. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer + Fox Toolkit example
Hi Tomas, today I could check how I implemented the frame-update for multiple Windows under Win32. It is done like this: long FOX_OSG_MDIView::OnIdle(FXObject *sender, FXSelector sel, void* ptr) { if(m_osgViewer.valid() ) { if(m_osgViewer-getCamera()-getGraphicsContext()-makeCurrent()) { m_osgViewer-frame(); m_osgViewer-getCamera()-getGraphicsContext()-releaseContext(); } } getApp()-addChore(this, ID_CHORE); return 1; } I justed checked if multiple Windows are updated correctly, but I havn't done further testings on this. Also tested resizing and closedown of some of the viewer-windows. it worked so long without probsunder win32. just instantiate multiple views like this: FOX_OSG_MDIView* mdichild; for(int i = 0 ; i 2; i++) { for(int j = 0 ; j 2; j++) { mdichild=new FOX_OSG_MDIView(__sharedScene.get(),mdiclient,FOX osgViewer, NULL, mdimenu,MDI_TRACKING,10+(640*i),10+(480*j),640,480); //not MDI_MAXIMIZED! } } mdichild-setFocus(); mdiclient-setActiveChild(mdichild); the GUI update mechanism is independent from the render-main-loops, so you will get stable update rates in the viewer windows. I'm running each of the viewer windows with stable frequency of 50 Hz, while the gui is also updated, but at very low frequency. Updating your osg related stuff is easy in fox (same as in qt, fltk, wxwindows etc.): simply create datatargets used by the gui-widgets, connect them with your application data make your application data accessible by update-callbacks and uniform-callbacks in osg. It works fine for me so long. Markus ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer
Robert, Thank you very much for your complete reply, it will help me to design my future programs. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?
I'd still like to see the OpenThreads library issue settled. It is using osg20-OpenThreads.dll, rather than openthreads7-OpenThreads.dll or some similar variation. The Unix libraries use 7 as the SOVERSION, and I'd like to see this consistent. I have no idea where this stuff is. There are the extra empty directories being created, but they don't really bother me. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, September 07, 2007 5:41 AM To: Public OpenSceneGraph Users discussion list. Subject: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL? Hi All, Would it be possible for us to now move across to defaulting to use OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the way that 2.2 goes out the door as it should simplify things for end users. If people are up for it I'll cut across today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rate hit using OSG 2
Tried it both ways. I've found running in debug mode on Linux hardly affects the frame rate at all - on Windows it takes a big hit. -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Fri 9/7/2007 9:02 AM To: Public OpenSceneGraph Users discussion list. Subject: Re: [osg-users] Frame rate hit using OSG 2 Hi Donn, Could it be that you've haven't built the OSG as release build? If you run cmake . stright it'll won't by default select the release build. If you run the ./configure script it will select the release build as it does: cmake . -DCMAKE_BUILD_TYPE=Release Robert. winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] WGS-84 osgTerrain
Hello again, and a good day to you. We use a lo-fi earth model generated by osgdem. When we do a terrain intersection, then convert to a 0-altitude coordinate, the location we get is inaccurate due to the fact that the model's geometry is an approximation of the shape of the earth. Is there a way to use osgTerrain to find the intersection of a vector with a WGS-84 earth? Thanks, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WGS-84 osgTerrain
On Fri, September 7, 2007 15:45, Argentieri, John-P63223 wrote: Hello again, and a good day to you. We use a lo-fi earth model generated by osgdem. When we do a terrain intersection, then convert to a 0-altitude coordinate, the location we get is inaccurate due to the fact that the model's geometry is an approximation of the shape of the earth. Is there a way to use osgTerrain to find the intersection of a vector with a WGS-84 earth? Thanks, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi John, please let me know if you get any further or any input on that issue. I'll probably have to do the same thing in a couple of weeks. Regards, blinkeye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback?
Scratch that request. I've got it working now. I had forgotten that OSG changes the default viewing orientation, and that if I set the view matrix myself without a rotation, I'm effectively back in the Y-up, Z-in OpenGL orientation. -Paul Has anyone successfully tied an AnimationPathCallback as an update callback to a Camera? If so, is there code available that I could take a look at? Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile error with svn head
On 9/7/07, Robert Osfield [EMAIL PROTECTED] wrote: Your suggestion of moving the define to entirely with include/osg/Texture should work fine, I've just applied this change am waiting on a rebuild before submitting them. This change is now checked in, could you let me know how things are going now. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to drag an object?
Hi, everyone! I can select one object in OSG scene and I want to know how to drag an object, just like what I can do in 3dsmax. Could some one give me some ideas? I've searched a long time~~ Thanks in advance! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] South pole wtih VirtualPlanetBuilder
Hi Christophe, This is normal, and an example of texture aliasing due to the way that poles are over sampled as the blue marble data with 42,000 pixels wide collapsing on a single point. VPB compensate a little for this issue, but its not perfect as you can see. I'm planning to try out a different approach to building the database hierachy in the rev of VirtualPlanentBuilder as this should cope better at the poles. Robert. On 9/7/07, christophe loustaunau [EMAIL PROTECTED] wrote: Hi all, I have generated a database with the bluemarble data, and I have found something strange on the south pole. Could someone who have also generated this database could look at the screen attached to the mail, and tell me if he have the same thing ? Thanks. Christophe. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile error with svn head
HI Ulrich, Your suggestion of moving the define to entirely with include/osg/Texture should work fine, I've just applied this change am waiting on a rebuild before submitting them. Robert. On 9/7/07, Ulrich Hertlein [EMAIL PROTECTED] wrote: Hi all, I'm getting the following error: /home/uli/projects/osg/OpenSceneGraph/src/osg/Image.cpp: In member function 'void osg::Image::readImageFromCurrentTexture(unsigned int, bool, GLenum)': /home/uli/projects/osg/OpenSceneGraph/src/osg/Image.cpp:537: error: 'GL_TEXTURE_BINDING_2D_ARRAY_EXT' was not declared in this scope make[2]: *** [src/osg/CMakeFiles/osg.dir/Image.o] Error 1 It is defined (along with other enums) in the Texture2DArray header file if GL_TEXTURE_2D_ARRAY_EXT is not defined. The problem is that GL_TEXTURE_2D_ARRAY_EXT (without the other enums) is already in the Texture header file. The defines are not in my OpenGL header files (nvidia 100.14.11) so maybe this is why it bites me?!? I'd propose to move the defines from the Texture2DArray header file to the Texture header file. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgGIS
That is because osggis_viewer uses the TerrainManipulator. Use the middle button to rotate instead.. the left button adjusts your pitch. At some point I'll put the normal keyswitch manip in there. By the way, there is an osgGIS forum online for osgGIS discussions (so as not to clutter the osg-users list too much :) No registration required at the moment: http://osggis.org/forums Glenn On 9/7/07, Christoph Ehrler [EMAIL PROTECTED] wrote: Yes, that's a wonderful project... I'll keep on testing it with other data soon. There is only one thing to mention. In the osgGIS-Viewer with the example data the origin of the earth is at the Galapagos Islands and not in the center of the earth... makes rotating a bit tricky ;-) On 9/6/07, Glenn Waldron [EMAIL PROTECTED] wrote: The osgGIS project (http://osggis.org) is now online! This is a library that aims to facilitate the integration of GIS vector data into OSG apps, and to be a nice complement to VPB/osgdem. The project is just in its early stages so don't expect the world just yet ;) There is no public SVN access yet (there will be) but you can download snapshots of the VS2005 solution and Win32 binaries and experiment with the command-line utilities and samples. There's no CMake build system in place yet either so that means a little extra elbow grease for you non-Windows users. There is a Wiki (http://osggis.org/wiki) that will grow with documentation, FAQs, and examples. For support and general discussion, there is a discussion board (http://osggis.org/forums). I hope you find this useful. We are initially developing osgGIS in support our software services business, but I hope it can thrive as an open source project on its own as well. -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgGIS
Yes, that's a wonderful project... I'll keep on testing it with other data soon. There is only one thing to mention. In the osgGIS-Viewer with the example data the origin of the earth is at the Galapagos Islands and not in the center of the earth... makes rotating a bit tricky ;-) On 9/6/07, Glenn Waldron [EMAIL PROTECTED] wrote: The osgGIS project (http://osggis.org) is now online! This is a library that aims to facilitate the integration of GIS vector data into OSG apps, and to be a nice complement to VPB/osgdem. The project is just in its early stages so don't expect the world just yet ;) There is no public SVN access yet (there will be) but you can download snapshots of the VS2005 solution and Win32 binaries and experiment with the command-line utilities and samples. There's no CMake build system in place yet either so that means a little extra elbow grease for you non-Windows users. There is a Wiki (http://osggis.org/wiki) that will grow with documentation, FAQs, and examples. For support and general discussion, there is a discussion board (http://osggis.org/forums). I hope you find this useful. We are initially developing osgGIS in support our software services business, but I hope it can thrive as an open source project on its own as well. -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pb with Render To Texture
Hi Benoit, I would recommend just creating a small example that just has a single RTT camera set up with a float point texture and then see how you get on. Once you are happy with this move up to more complicated combinations. Robert. On 9/7/07, Benoit bossavit [EMAIL PROTECTED] wrote: Hi all, I have a class overloading an osg::Group. I overload the traverse method to apply 3 shaders passes to draw the scene create shader1_stateset create shader2_stateset create shader3_stateset void traverse(osg::NodeVisitor nv) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader1_stateset); osg::Group::traverse(nv); cv-popStateSet(); osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader2_stateset); osg::Group::traverse(nv); cv-popStateSet(); osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader3_stateset); osg::Group::traverse(nv); cv-popStateSet(); } } This algorithm works, but now I want to do Render To Texture in floatting point. I tried retrieve the camera and set the targetImplementation with a FBO and attach a floatting texture, but the texture keep empty at the end. How can I do? Someone have an idea? void traverse(osg::NodeVisitor nv) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { if (cv-getRenderStage()-getCamera()-getRenderTargetImplementation() != osg::Camera::FRAME_BUFFER_OBJECT) { cv-getRenderStage()-getCamera()-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); cv-getRenderStage()-getCamera()-attach(osg::Camera::COLOR_BUFFER,m_hdrTexture); } ... } } } Thanks bnua ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] South pole wtih VirtualPlanetBuilder
Ok, thanks for the explanation Robert ! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to drag an object?
See osgmanipulator. On 9/7/07, hesicong2006 [EMAIL PROTECTED] wrote: Hi, everyone! I can select one object in OSG scene and I want to know how to drag an object, just like what I can do in 3dsmax. Could some one give me some ideas? I've searched a long time~~ Thanks in advance! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Linux ATI driver improvements!
Hi All, A couple of interesting articles out today about Linux ATI drivers, First up AMD/ATI will now support development of open source drivers: http://news.com.com/AMD+nurtures+open-source+graphics/2100-7344_3-6206581.html Second, new proprietary drivers have been released with much improved performance: http://www.linuxtoday.com/infrastructure/2007090701626RVHWSW As for quality I can not say without seeing reports for OSG users, but it does at least look like their might be light at the end tunnel, albeit a little way off yet before we're out into the light and AMD/ATI is a real contender for sticking in your Linux boxes. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Pb with Render To Texture
Hi all, I have a class overloading an osg::Group. I overload the traverse method to apply 3 shaders passes to draw the scene create shader1_stateset create shader2_stateset create shader3_stateset void traverse(osg::NodeVisitor nv) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader1_stateset); osg::Group::traverse(nv); cv-popStateSet(); osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader2_stateset); osg::Group::traverse(nv); cv-popStateSet(); osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor *(nv); cv-pushStateSet(shader3_stateset); osg::Group::traverse(nv); cv-popStateSet(); } } This algorithm works, but now I want to do Render To Texture in floatting point. I tried retrieve the camera and set the targetImplementation with a FBO and attach a floatting texture, but the texture keep empty at the end. How can I do? Someone have an idea? void traverse(osg::NodeVisitor nv) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)) { if (cv-getRenderStage()-getCamera()-getRenderTargetImplementation() != osg::Camera::FRAME_BUFFER_OBJECT) { cv-getRenderStage()-getCamera()-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); cv-getRenderStage()-getCamera()-attach(osg::Camera::COLOR_BUFFER,m_hdrTexture); } ... } } } Thanks bnua ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer + Fox Toolkit example
Hi Markus, the code works great. The frame update through OSG methods is much faster than using FOX's FXGLCanvas::makeCurrent(), no idea why. I also tried to use one common FXGLVisual for all GraphicsWindowFOX's, like in FOX's glviewer example. Works fine, initialization is much faster of course. Many thanks! Tomas Markus Hein napsal(a): Hi Tomas, today I could check how I implemented the frame-update for multiple Windows under Win32. It is done like this: long FOX_OSG_MDIView::OnIdle(FXObject *sender, FXSelector sel, void* ptr) { if(m_osgViewer.valid() ) { if(m_osgViewer-getCamera()-getGraphicsContext()-makeCurrent()) { m_osgViewer-frame(); m_osgViewer-getCamera()-getGraphicsContext()-releaseContext(); } } getApp()-addChore(this, ID_CHORE); return 1; } I justed checked if multiple Windows are updated correctly, but I havn't done further testings on this. Also tested resizing and closedown of some of the viewer-windows. it worked so long without probsunder win32. just instantiate multiple views like this: FOX_OSG_MDIView* mdichild; for(int i = 0 ; i 2; i++) { for(int j = 0 ; j 2; j++) { mdichild=new FOX_OSG_MDIView(__sharedScene.get(),mdiclient,FOX osgViewer, NULL, mdimenu,MDI_TRACKING,10+(640*i),10+(480*j),640,480); //not MDI_MAXIMIZED! } } mdichild-setFocus(); mdiclient-setActiveChild(mdichild); the GUI update mechanism is independent from the render-main-loops, so you will get stable update rates in the viewer windows. I'm running each of the viewer windows with stable frequency of 50 Hz, while the gui is also updated, but at very low frequency. Updating your osg related stuff is easy in fox (same as in qt, fltk, wxwindows etc.): simply create datatargets used by the gui-widgets, connect them with your application data make your application data accessible by update-callbacks and uniform-callbacks in osg. It works fine for me so long. Markus ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?
On 9/7/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, Would it be possible for us to now move across to defaulting to use OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the way that 2.2 goes out the door as it should simplify things for end users. If people are up for it I'll cut across today. Hi Robert, I vote for it, it works great for me. Just a thougth, it doesn't work without the latest CMake version, right ? The old behavior will be used with an older CMake version or an error will be raised ? -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer
On 9/7/07, Alberto Luaces [EMAIL PROTECTED] wrote: Thank you very much for your complete reply, it will help me to design my future programs. My hope is that the amount of commonality between Viewer, CompositeViewer and doing Camera's in the scene graph is that users can switch between different high level designs easily, and reuse as much knowledge and actual code as possible. So... if you find out your design could be better done another way it should be easy to just reconfigure things.. at leasts that's the theory :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer
On 9/7/07, Alberto Luaces [EMAIL PROTECTED] wrote: as seen in the osghud example, what is the difference between setting a Viewer and a slave camera attached to it and creating a CompositeViewer with two views? At first sight that two solutions seem almost identical... The end result is the same, set up is similar - Camera set up is the same, its just where you attach the camera which is where the difference lies. So... with lots of commonality what is the difference - one is that conceptual - Viewer can have slaves Cameras that are subsubviant to the Viewer's master Camera, while CompositeViewer instead has a series of View's each one has its own master Camera. Its worth noting that Viewer inherits from View, so is a View, while CompositeViewer has a list of Views. Now if you think of your hud as an extra View then conceptually CompositeViewer is a far better fit. There is also the functional differences - do you want separate event handling and camera manipulation on your HUD? If so then since these are manage per View then a CompositeViewer is more appropriate. If however the HUD is largely passive then a slave camera in Viewer would be just fine. Finally there are some differences like ancillary support classes only handling Viewer right now, for instance StatsHandler is ties to Viewer. Viewer also handles more sophisticated threading models. Potentially all of this can be ported over to CompositeViewer, and this will be done over time, but as of now CompositeViewer is still the new kid on the block. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Difference between Viewer+SlaveCamera and CompositeViewer
Hello, as seen in the osghud example, what is the difference between setting a Viewer and a slave camera attached to it and creating a CompositeViewer with two views? At first sight that two solutions seem almost identical... Thanks, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?
Hi Robert, If OSG_MSVC_VERSIONED_DLL becomes the standard, it would be very useful to add an option in osgversion to spit out the OSG SOVERSION (and one for OpenThreads, if different). Otherwise scripted manipulation of OSG binaries across releases will be difficult to do with precision. I'll see if I can't take a crack at this. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, September 07, 2007 4:41 AM To: Public OpenSceneGraph Users discussion list. Subject: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL? Hi All, Would it be possible for us to now move across to defaulting to use OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the way that 2.2 goes out the door as it should simplify things for end users. If people are up for it I'll cut across today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g Mike Wittman [EMAIL PROTECTED] ___ Seismic Micro-Technology, Inc. 8584 Katy Freeway, Suite 400 / Houston, Texas 77024 Tel. +1 (713) 464-6188 Fax. +1 (713) 464-6440 Web: www.seismicmicro.com ___ Seismic through Simulation with KINGDOM, (RC)2, and SURE! - CONTACT US TODAY for more information. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?
Hi All, Would it be possible for us to now move across to defaulting to use OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the way that 2.2 goes out the door as it should simplify things for end users. If people are up for it I'll cut across today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake build target INSTALL
Hartmut Seichter wrote: Ok, the problem seems that Cmake detects a Coin3D 2.4.5 installation only halfway correctly. It is missing the libs and thus I suppose the values from the cache don't make it into the target for the .iv plugin (include directory etc pp). When running the INSTALL target the cmake script craps out because it can't find osgdb_iv.dll and skips everything after that. The INSTALL target run a script that try to copy all the built files into the install places. If some build target fails, the script does not find a file and so crash. Non know if is possible to configure in a way it continue even if some file is missing. You can try to use the advanced option OSG_MSVC_VERSIONED_DLL to build a build time directory structure that mimic what install target do but at build time Sorry for the noise, I hope that sheds some more light on the problem below. Cheers, Hartmut Hartmut Seichter wrote: Hi there, two things as of SVN rev 7366 using the INSTALL target in combination with Visual Studio 2003: - osgdb_freetype is not being copied (anyway the plugins folder is not as crowded, I have a hunch that more is missing) - applications like osgversion etc are not copied I did clean cache etc with cmake (using version 2.4.7) Cheers, Hartmut ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux ATI driver improvements!
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: As for quality I can not say without seeing reports for OSG users, but it does at least look like their might be light at the end tunnel, albeit a little way off yet before we're out into the light and AMD/ATI is a real contender for sticking in your Linux boxes. I have seen this too and I am waiting for the driver to be out to test it on my trusty Thinkpad. Perhaps I will be finally able to use the card there closer to its intended performance (what? only after 4 years after purchase?). However, I am dreading the words about some corruption here and there in the Phoronix articles reviewing it and wondering about the price of stability/bugs we are to pay for all this again :( For example all releases since last May are breaking suspend and crashing my laptop again - after 6 months of relative bug-free experience. I am bit skeptical after the four years with ATI/AMD in my laptop ... On the other hand, if it works it would be a very good news. I will report back once I have it tested. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFG4ZJIn11XseNj94gRAl5hAKCaG+fTGg9+TOLmkRqpouvM2V4r0gCeOMzr 0hmQLeQHcxqf3shaEu3zQ7Q= =DyZ7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting active light
On 9/6/07, Ivan Bolčina [EMAIL PROTECTED] wrote: Thanks. Just for info, how are lights inherited in osg node tree? Top down like all OpenGL state. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewerMFC example fails...
Hi All, Has anyone tried the osgViewerMFC example in OSG2.0? I tried to build it two days ago, and it failed. The issue is in regards to an assignment of a CString to a std::string. Trawling internet solved problem, but has the example been corrected for the 2.2 release ? Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error in Image.cpp
Hello, In Image.cpp as of about 5 minutes ago (14:50 EST) there is this: if (extensions2DArray-isTexture2DArraySupported()) { glGetBooleanv(GL_TEXTURE_BINDING_2D_ARRAY_EXT, binding2DArray); } else { binding2DArray - GL_FALSE; } I suspect the else should be binding2DArray = GL_FALSE; right? J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in Image.cpp
Yes you are right. it should be binding2DArray = GL_FALSE; Hmm, strange why does compiler do not see that this is a non-sense instruction... Are the -Wall Flags activated, Robert? Art --- Jean-Sébastien Guay [EMAIL PROTECTED] schrieb: Hello, In Image.cpp as of about 5 minutes ago (14:50 EST) there is this: if (extensions2DArray-isTexture2DArraySupported()) { glGetBooleanv(GL_TEXTURE_BINDING_2D_ARRAY_EXT, binding2DArray); } else { binding2DArray - GL_FALSE; } I suspect the else should be binding2DArray = GL_FALSE; right? J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Jetzt Mails schnell in einem Vorschaufenster überfliegen. Dies und viel mehr bietet das neue Yahoo! Mail - www.yahoo.de/mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux ATI driver improvements!
Indeed, given ATI's past track record on 'supporting' Linux, I'd wait at least three months and see where the dust settles before even contemplating buying an ATI card for my Linux systems. Even then, the ATI card would either have to be much cheaper or have some new whiz-bang absolutely-must-have feature before I switched away from nVidia - nVidia has provided excellent support for their hardware under Linux, so they'd have to royally screw up before I'd switch. That said, if these drivers really are as good as everybody is hoping, it'll make buying a laptop a lot easier, given how prevalent ATI is in the laptop market. Don Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: As for quality I can not say without seeing reports for OSG users, but it does at least look like their might be light at the end tunnel, albeit a little way off yet before we're out into the light and AMD/ATI is a real contender for sticking in your Linux boxes. I have seen this too and I am waiting for the driver to be out to test it on my trusty Thinkpad. Perhaps I will be finally able to use the card there closer to its intended performance (what? only after 4 years after purchase?). However, I am dreading the words about some corruption here and there in the Phoronix articles reviewing it and wondering about the price of stability/bugs we are to pay for all this again :( For example all releases since last May are breaking suspend and crashing my laptop again - after 6 months of relative bug-free experience. I am bit skeptical after the four years with ATI/AMD in my laptop ... On the other hand, if it works it would be a very good news. I will report back once I have it tested. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFG4ZJIn11XseNj94gRAl5hAKCaG+fTGg9+TOLmkRqpouvM2V4r0gCeOMzr 0hmQLeQHcxqf3shaEu3zQ7Q= =DyZ7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote. - Benjamin Franklin ++ | Don Tidrow| | Visualization Software Engineer | | SAIC | | ph: 703-253-1094 | ++ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG job posting - Boeing IDS
Could someone please post this to the OSG Job Offers page? Never mind. I just realized that the wiki is publicly editable. I'll take care of adding it to the job offers page. -Andrew Need a vacation? Get great deals to amazing places on Yahoo! Travel. http://travel.yahoo.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux ATI driver improvements!
Donald Tidrow wrote: That said, if these drivers really are as good as everybody is hoping, it'll make buying a laptop a lot easier, given how prevalent ATI is in the laptop market. Speaking of which, can anyone recommend a good Linux/nvidia laptop? It seems like most of the laptop you get nowadays are either ATI or intel... ./ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 3, Issue 17
I got a Sager for work that I'm very happy with. I think they mostly use NVidia/Windows. You'll probably have to install linux yourself. I dual-booted mine with XP and Fedora 7. http://www.sagernotebook.com -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Date: Fri, 07 Sep 2007 21:23:16 +0200 From: Ulrich Hertlein [EMAIL PROTECTED] Subject: Re: [osg-users] Linux ATI driver improvements! To: [EMAIL PROTECTED], Public OpenSceneGraph Users discussion list. osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1; format=flowed Donald Tidrow wrote: That said, if these drivers really are as good as everybody is hoping, it'll make buying a laptop a lot easier, given how prevalent ATI is in the laptop market. Speaking of which, can anyone recommend a good Linux/nvidia laptop? It seems like most of the laptop you get nowadays are either ATI or intel... ./ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake config for OpenVRML plugin - debug vs release libs
Hello, I suspect this is a question for either Luigi Calori or Eric Wing... I am trying to correct the CMakeLists.txt in the src/osgPlugins/vrml directory, which I had hacked together without really knowing what I was doing. I have something that's basically better (as in, it doesn't produce errors when Configuring in CMake) but I still have a small problem. In addition to the openvrml.lib library (which is openvrmld.lib for debug) which I specify using OPENVRML_LIBRARY and OPENVRML_LIBRARY_DEBUG, the OpenVRML plugin also requires to link to two other libs which are compiled from the OpenVRML source code: antlr.lib and regex.lib (antlrd.lib and regexd.lib) as well as the standard Windows Ws2_32.lib library (which has no debug version as far as I know). Right now, I specify those like this, in the plugin's CMakeLists.txt: SET(TARGET_EXTERNAL_LIBRARIES antlr regex Ws2_32) What I need is to be able to specify antlrd.lib and regexd.lib for debug builds, and I don't know the CMake way of doing this. I tried: SET(TARGET_EXTERNAL_LIBRARIES_DEBUG antlrd regexd Ws2_32) but that doesn't seem to work (the generated project still has the non-debug libs in its linker settings). Is there a way of doing this? How? Thanks, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in Image.cpp
oups sorry Default flags with gcc have not -W or -Wall or other warning flag You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake variable or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable Cheers Davi Callu 2007/9/7, David Callu [EMAIL PROTECTED]: Hi Art Default flags with gcc h 2007/9/7, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Art, I suspect the else should be binding2DArray = GL_FALSE; it should be binding2DArray = GL_FALSE; Hmm, strange why does compiler do not see that this is a non-sense instruction... Are the -Wall Flags activated, Robert? On my side (Visual C++ 2005) I only get a warning: 2..\..\..\src\osg\Image.cpp(541) : warning C4552: '-' : operator has no effect; expected operator with side-effect g++ would probably give something similar, which has perhaps not been spotted when compiling such a large number of files... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in Image.cpp
Aha, I see , thanks. Is there a reason why do not to use the -Wall flag for the osg compilation per default? Art David Callu [EMAIL PROTECTED] schrieb: oups sorry Default flags with gcc have not -W or -Wall or other warning flag You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake variable or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable Cheers Davi Callu 2007/9/7, David Callu [EMAIL PROTECTED]: Hi Art Default flags with gcc h 2007/9/7, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Art, I suspect the else should be binding2DArray = GL_FALSE; it should be binding2DArray = GL_FALSE; Hmm, strange why does compiler do not see that this is a non-sense instruction... Are the -Wall Flags activated, Robert? On my side (Visual C++ 2005) I only get a warning: 2..\..\..\src\osg\Image.cpp(541) : warning C4552: '-' : operator has no effect; expected operator with side-effect g++ would probably give something similar, which has perhaps not been spotted when compiling such a large number of files... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - Yahoo! Clever - Sie haben Fragen? Yahoo! Nutzer antworten Ihnen.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in Image.cpp
-W -Wall is the default flags with the old build system and disappear with the CMake build system Involuntary or not, I don't know. But with the OSG_USE_AGGRESSIVE_WARNINGS available, I never submit patch to fix this lack. Robert, Luigi , what do you think about this ? David 2007/9/7, Art Tevs [EMAIL PROTECTED]: Aha, I see , thanks. Is there a reason why do not to use the -Wall flag for the osg compilation per default? Art *David Callu [EMAIL PROTECTED]* schrieb: oups sorry Default flags with gcc have not -W or -Wall or other warning flag You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake variable or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable Cheers Davi Callu 2007/9/7, David Callu [EMAIL PROTECTED]: Hi Art Default flags with gcc h 2007/9/7, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Art, I suspect the else should be binding2DArray = GL_FALSE; it should be binding2DArray = GL_FALSE; Hmm, strange why does compiler do not see that this is a non-sense instruction... Are the -Wall Flags activated, Robert? On my side (Visual C++ 2005) I only get a warning: 2..\..\..\src\osg\Image.cpp(541) : warning C4552: '-' : operator has no effect; expected operator with side-effect g++ would probably give something similar, which has perhaps not been spotted when compiling such a large number of files... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yahoo! Cleverhttp://de.rd.yahoo.com/evt=48210/*http://de.answers.yahoo.com/;_ylc=X3oDMTEyYTEwYzVhBF9TAzIxMTQ3MTgxOTAEc2VjA21haWwEc2xrA3RhZ2xpbmU-- Sie haben Fragen? Yahoo! Nutzer antworten Ihnen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture size
Hi, What would be the maximum size of the 3D texture file (RGBA) to be used with osgvolume ? Is it limited with the computers memory or graphic cards memory? If a 3D texture file doesnt fit into the graphic cards memory how it is visualized or processed by the card. B ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux ATI driver improvements!
Ulrich Hertlein wrote: Speaking of which, can anyone recommend a good Linux/nvidia laptop? It seems like most of the laptop you get nowadays are either ATI or intel... I use a Dell Precision M90, and love it. You get a choice of nVidia mobile Quadro cards. The new Vostro's look pretty cool too. The 1700 comes with a GeForce 8600M GT. ./ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- --J I'm a castaway stranded in a desolate land, I can see the footprints in the virtual sand. --Neil Peart ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux ATI driver improvements!
I use the last macbook pro with nvidia 8600 and dual core 2 2.4 nice look and good hardware Cedric Jason Daly wrote: Ulrich Hertlein wrote: Speaking of which, can anyone recommend a good Linux/nvidia laptop? It seems like most of the laptop you get nowadays are either ATI or intel... I use a Dell Precision M90, and love it. You get a choice of nVidia mobile Quadro cards. The new Vostro's look pretty cool too. The 1700 comes with a GeForce 8600M GT. ./ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- --J I'm a castaway stranded in a desolate land, I can see the footprints in the virtual sand. --Neil Peart ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to drag an object?
Thank you, Robert Osfield~! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org