Re: [osg-users] HTML support

2007-09-07 Thread Serge Lages
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.

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Re: [osg-users] osgViewer + Fox Toolkit example

2007-09-07 Thread Markus Hein
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
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Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer

2007-09-07 Thread Alberto Luaces
Robert,

Thank you very much for your complete reply, it will help me to design my 
future programs.
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Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?

2007-09-07 Thread Andy Skinner
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.
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Re: [osg-users] Frame rate hit using OSG 2

2007-09-07 Thread Mielcarek, Donn

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.

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[osg-users] WGS-84 osgTerrain

2007-09-07 Thread Argentieri, John-P63223
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
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Re: [osg-users] WGS-84 osgTerrain

2007-09-07 Thread blinkeye
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
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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

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Re: [osg-users] AnimationPathCallback?

2007-09-07 Thread Paul Martz
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
 

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Re: [osg-users] Compile error with svn head

2007-09-07 Thread Robert Osfield
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.
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[osg-users] How to drag an object?

2007-09-07 Thread hesicong2006
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!

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Re: [osg-users] South pole wtih VirtualPlanetBuilder

2007-09-07 Thread Robert Osfield
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.


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Re: [osg-users] Compile error with svn head

2007-09-07 Thread Robert Osfield
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
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Re: [osg-users] ANN: osgGIS

2007-09-07 Thread Glenn Waldron
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
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Re: [osg-users] ANN: osgGIS

2007-09-07 Thread Christoph Ehrler
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
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Re: [osg-users] Pb with Render To Texture

2007-09-07 Thread Robert Osfield
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

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Re: [osg-users] South pole wtih VirtualPlanetBuilder

2007-09-07 Thread christophe loustaunau
Ok, thanks for the explanation Robert !
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Re: [osg-users] How to drag an object?

2007-09-07 Thread Robert Osfield
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!

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[osg-users] Linux ATI driver improvements!

2007-09-07 Thread Robert Osfield
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.
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[osg-users] Pb with Render To Texture

2007-09-07 Thread Benoit bossavit
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
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Re: [osg-users] osgViewer + Fox Toolkit example

2007-09-07 Thread Tomas Hnilica
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
   

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Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?

2007-09-07 Thread Serge Lages
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
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Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer

2007-09-07 Thread Robert Osfield
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.
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Re: [osg-users] Difference between Viewer+SlaveCamera and CompositeViewer

2007-09-07 Thread Robert Osfield
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.
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[osg-users] Difference between Viewer+SlaveCamera and CompositeViewer

2007-09-07 Thread Alberto Luaces
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
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Re: [osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?

2007-09-07 Thread Mike Wittman
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.
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[osg-users] Time to default to using OSG_MSVC_VERSIONED_DLL?

2007-09-07 Thread Robert Osfield
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.
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Re: [osg-users] CMake build target INSTALL

2007-09-07 Thread Luigi Calori
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

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Re: [osg-users] Linux ATI driver improvements!

2007-09-07 Thread Jan Ciger
-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
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Re: [osg-users] Getting active light

2007-09-07 Thread Robert Osfield
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.
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[osg-users] osgViewerMFC example fails...

2007-09-07 Thread neil.hughes
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.

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[osg-users] Error in Image.cpp

2007-09-07 Thread Jean-Sébastien Guay
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
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread Art Tevs
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
 -- 

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 Messaging Program.
 
 
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Re: [osg-users] Linux ATI driver improvements!

2007-09-07 Thread Donald Tidrow
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-
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-- 
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  |
++
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Re: [osg-users] OSG job posting - Boeing IDS

2007-09-07 Thread Andrew Sampson

 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


   

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Re: [osg-users] Linux ATI driver improvements!

2007-09-07 Thread Ulrich Hertlein
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

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Re: [osg-users] osg-users Digest, Vol 3, Issue 17

2007-09-07 Thread Terry Welsh
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

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[osg-users] CMake config for OpenVRML plugin - debug vs release libs

2007-09-07 Thread Jean-Sébastien Guay
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
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread David Callu
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
  --
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread Art Tevs
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
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread David Callu
-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
   --
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[osg-users] Texture size

2007-09-07 Thread Mustafa
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
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Re: [osg-users] Linux ATI driver improvements!

2007-09-07 Thread Jason Daly

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

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Re: [osg-users] Linux ATI driver improvements!

2007-09-07 Thread Cedric Pinson
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

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 -- 

 --J

 I'm a castaway stranded in a desolate land,
  I can see the footprints in the virtual sand.
   --Neil Peart
   
 

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Re: [osg-users] How to drag an object?

2007-09-07 Thread hesicong2006
Thank you, Robert Osfield~!

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