Re: [osg-users] more on Windows debugging

2007-09-27 Thread Wojciech Lewandowski
Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

Yes. PDB is a huge container of various information. It contains both 
relative paths (prefixed with ./) and absolute paths of my source files. 
Also contains  whole commands used to compile and link.

I googled PDB a little. Found few interesting links but nothing realy 
spectacular. Some information on microsoft site says that copying .pdb files 
to working directory may help: 
http://support.microsoft.com/default.aspx?scid=kb;en-us;Q121366 :

 The new Visual C++ debugger uses the project.PDB file created by the 
linker directly, and embeds the absolute path to the .PDB in the .EXE or 
.DLL file. If the debugger can't find the .PDB file at that location or if 
the path is invalid (if, for example, the project was moved to another 
computer), the debugger looks for it in the current directory. 

If you are desperate you may try to grab DIA sdk and build dia2dump example 
and see what exactly your PDB contains.
http://msdn2.microsoft.com/en-us/library/x93ctkx8(VS.80).aspx

Hope it helps,
Wojtek

- Original Message - 
From: Andy Skinner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Sent: Wednesday, September 26, 2007 10:34 PM
Subject: RE: [osg-users] more on Windows debugging


Thanks.  I have been looking at strings in these files, too.  I did not
see the path to the cpp files listed in the pdb file.  I see paths to
.obj files, a something.dll.embed.manifest.res file, some source files
(f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
volume f) but no OSG source files.  There are some .exp files.

Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

In the meantime, I have been trying to debug just looking at stack
traces.  I should see how far I can get using linux, too, although I'm
not fond of gdb.

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 4:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

My INSTALL step does copy these DLLs to the different location. They
were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph\lib\release or debug directories and INSTALL places them
in
OpenSceneGraph\bin directory. Technically its almost the same situation
as
yours. I did an extra test and moved DLLs to my sample project
directory.
Even if they were loaded from my app dir I was still able to step into
OSG
sources.

Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
OpenThreadsd.pdb string. There is only one line containing this string
and
this line contains full absolute path to the place where
OpenThreadsd.pdb
was built. In my case this is
C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
PDB
in hexeditor. PDB seems to keep all the absolute paths to the source cpp
files. My PDB still resides in this directory where DLL points (ie where
DLL
was linked) and my source OSG cpp files are still at the same directory
where PDB points (ie where they were compiled). DLL may be moved
wherever I
want and VS is still able to find the sources. I guess VS first loads
DLL,
reads the PDB absolute path, then loads PDB and finds absolute paths to
sources. I suppose VS may have trouble if PDB or cpp files absolute
paths
change. But it looks that DLL can be moved freely.

PS. I use VS 2005 SP1 maybe it matters.

Wojtek


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Andy
Skinner
Sent: Wednesday, September 26, 2007 7:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging


Thanks.  I have some of the same setup, but I don't get OSG from the
place where I built it.  I'm afraid that moving the dlls has lost their
connection with the source.

I've got paths set to specify the source, but it doesn't seem to be
helping, in the same way it didn't help you to remove them.  :)

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 11:43 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

Below is my OSG configuration. Apparently it works well with Visual
Studio
2005 Express intellibase as I am able to step down into OSG sources from
my
OSG based projects. This may be no solution for you but I hope it may be

helpful somehow if you will be able to find differences and maybe
finally
isolate the cause of the problems.

1. I keep all my projects in C:\DEV directory. All OSG svn related
projects
are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution
is
located in C:\DEV\OSG_SVN\OpenSceneGraph.

2. After OpenScenGraph SVN update I run CMake and change OSG 

Re: [osg-users] Transparency problem

2007-09-27 Thread Andreas.Richter
 Hello everybody.
 
 I have a transparency problem which you can see in the attached 
 image. As you can see the strings rendered on the orange 
 window, which is 
 in front of another blue window, have a blue outline from the 
 blue window 
 behind. The strings are in front of a semi-transparent 
 rectangle in front 
 of the semi-transparent window. What might be happening?

Hi!

 I had the same problem with billboards and I fixed it with setting the
stateset's RenderBinNumber. RenderBins in OSG is used to specify which
objects are going to be drawn first.
-- 
Andreas Richter
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Re: [osg-users] more on Windows debugging

2007-09-27 Thread Thibault Genessay
Hi guys

Just my 2 cents: have you tried to put the pdb files along with the DLLs ?
My post-build step copies all the DLLs and the PDBs and stores them in the
same folder (say 'c:\libs\bin' - must be in %PATH%), and I've never
experienced any problems, except when a PDB does not match a DLL - which is
expected. This technique works with all the libraries I've been working with
so far, not only the OSG. The only drawback is that PDBs are huge files and
make the post-build step a bit slow.

Thibault

On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote:

 Thanks.  I have been looking at strings in these files, too.  I did not
 see the path to the cpp files listed in the pdb file.  I see paths to
 .obj files, a something.dll.embed.manifest.res file, some source files
 (f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
 volume f) but no OSG source files.  There are some .exp files.

 Do you actually have the OSG (or in this case OpenThreads) source path
 names, up to the .cpp extension in your pdb file?

 In the meantime, I have been trying to debug just looking at stack
 traces.  I should see how far I can get using linux, too, although I'm
 not fond of gdb.

 thanks,
 andy


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Wojciech Lewandowski
 Sent: Wednesday, September 26, 2007 4:24 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging

 My INSTALL step does copy these DLLs to the different location. They
 were
 compiled in OpenSceneGraph\src\subproject and linked in
 OpenSceneGraph\lib\release or debug directories and INSTALL places them
 in
 OpenSceneGraph\bin directory. Technically its almost the same situation
 as
 yours. I did an extra test and moved DLLs to my sample project
 directory.
 Even if they were loaded from my app dir I was still able to step into
 OSG
 sources.

 Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
 OpenThreadsd.pdb string. There is only one line containing this string
 and
 this line contains full absolute path to the place where
 OpenThreadsd.pdb
 was built. In my case this is
 C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
 PDB
 in hexeditor. PDB seems to keep all the absolute paths to the source cpp
 files. My PDB still resides in this directory where DLL points (ie where
 DLL
 was linked) and my source OSG cpp files are still at the same directory
 where PDB points (ie where they were compiled). DLL may be moved
 wherever I
 want and VS is still able to find the sources. I guess VS first loads
 DLL,
 reads the PDB absolute path, then loads PDB and finds absolute paths to
 sources. I suppose VS may have trouble if PDB or cpp files absolute
 paths
 change. But it looks that DLL can be moved freely.

 PS. I use VS 2005 SP1 maybe it matters.

 Wojtek


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Andy
 Skinner
 Sent: Wednesday, September 26, 2007 7:26 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging


 Thanks.  I have some of the same setup, but I don't get OSG from the
 place where I built it.  I'm afraid that moving the dlls has lost their
 connection with the source.

 I've got paths set to specify the source, but it doesn't seem to be
 helping, in the same way it didn't help you to remove them.  :)

 thanks,
 andy


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Wojciech Lewandowski
 Sent: Wednesday, September 26, 2007 11:43 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging

 Below is my OSG configuration. Apparently it works well with Visual
 Studio
 2005 Express intellibase as I am able to step down into OSG sources from
 my
 OSG based projects. This may be no solution for you but I hope it may be

 helpful somehow if you will be able to find differences and maybe
 finally
 isolate the cause of the problems.

 1. I keep all my projects in C:\DEV directory. All OSG svn related
 projects
 are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution
 is
 located in C:\DEV\OSG_SVN\OpenSceneGraph.

 2. After OpenScenGraph SVN update I run CMake and change OSG INSTALL
 directory variable to '.' (dot - current directory). It has the effect
 that
 install will make bin and lib subdirectories in OpenSceneGraph root
 directory. Ie:  C:\DEV\OSG_SVN\OpenSceneGraph\bin and
 C:\DEV\OSG_SVN\OpenSceneGraph\lib.

 DLLs and EXEs land in:
 C:\DEV\OSG_SVN\OpenSceneGraph\bin

 Libraries land in:
 C:\DEV\OSG_SVN\OpenSceneGraph\lib

 Headers remain in (Cmake is clever and does not copy them over
 themselves):
 C:\DEV\OSG_SVN\OpenSceneGraph\include

 3. My system PATH variable inludes C:\DEV\OSG_SVN\OpenSceneGraph\bin
 directory

 4. With VisualStudio I load Cmake generated sln and run BUILD ALL and
 then
 BUILD INSTALL to copy binaries to above directories. I do it twice -
 once
 for Release and 

Re: [osg-users] osg with c# winforms and simpleopenglcontrol Tao framework

2007-09-27 Thread Robert Osfield
Hi Peter,

I know nothing of c# or Toa, but the one question I can answer is that
the values in setUpViewerAsEmbeddedInWindow(x,y,width,hieght) are for
the glViewport dimensions within the window that your application
creates.

Robert

On 9/27/07, Peter DeSantis [EMAIL PROTECTED] wrote:


 Hello

 Im new to OSG but have produced some opengl applications previously, some
 simple 3ds model loading applications using opengl for viewing in
 stereoscopic and multiwall VR settings.

 So im trying to get to grips with using c# with winforms and OSG, using the
 dotnet wrappers available. In additon to that im using the Tao Framework,
 that comes with simpleopenglcontrol, that allows a opengl panel to be
 dropped onto a winforms.
 I am wanting to use OSG with this opengl control on winforms, and the
 closest example of how to do this seems to be the GLUT sample code, in the
 examples section, using the
 setUpViewerAsEmbeddedInWindow(x,y,width,hieght) option. Do
 the paramters here just correspond to the glViewport paramters or do they
 specify the pixel location on screen of the window ?

 Can anyone confirm this would be the only way to use the simpleopenglcontrol
 from the tao framework ?

 Are there any other options. I thought perhaps passing the window hwd or the
 graphics context of the simpleopenglcontrol to the OSG viewer might be an
 option or not ?

 Perhaps i could pass the hwd of the winforms panel and use the option to
 create a win32 window in osg.

 I thought about pass the hwd to producer but it seems to still be in alpha
 stage and perhaps underdeveloped to use with osg in its current form

 If anyone could clarify these points or provide any other/or best examples
 of using osg with the tao framework simpleopengl control it would be
 appreciated.


 Thanks

 Peter DeSantis
 [EMAIL PROTECTED]


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Re: [osg-users] MODKEY_CTRL problem

2007-09-27 Thread Robert Osfield
On 9/27/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
 Hi!

 After searching a little more, I see that after pressing Left Alt-Tab,
 default window manager shortcut to change applications, calls to 
 getModKeyMask()
 will always return 256. You can see it in the osgkeyboard example, after
 pressing Alt-Tab alt is always pressed!

There is a chance that is this is a window manager bug...

What OS/Window manager are you using?
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Re: [osg-users] MODKEY_CTRL problem

2007-09-27 Thread Panagiotis Papadakos
Hi Robert. Linux/KDE.

Panagiotis Papadakos

On Thu, 27 Sep 2007, Robert Osfield wrote:

 On 9/27/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
 Hi!

 After searching a little more, I see that after pressing Left Alt-Tab,
 default window manager shortcut to change applications, calls to 
 getModKeyMask()
 will always return 256. You can see it in the osgkeyboard example, after
 pressing Alt-Tab alt is always pressed!

 There is a chance that is this is a window manager bug...

 What OS/Window manager are you using?
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[osg-users] Is it possible to get a fixed constant framerate in OSG?

2007-09-27 Thread Carlos Zoido
Hi all!,

Does anyone know if it's possible to controll the application
framerate in any way ?
We have now V-sync on and if for example we have a refresh frequency
of 72Hz and the framerate is during all the execution of the
application over 40fps we'd like to now if there's any function in OSG
2.0 so that we can fix the framerate constant to 36fps (for example).

Thanks a lot,


Carlos.
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Re: [osg-users] Redistribute OSG on Vista

2007-09-27 Thread Adrian Egli
Hi Serge,

i don't know what's exactly going wrong with this. but one problem is that
you don't have the redist installed. the latest version of VS 2005 force per
default the manifest file building and the CRT lib. there should be 2
solutions to solve this, i am not sure and i did test it, but i rember that
i did once similar:

try to:
(1) remove manifest build
(2) try to et crt lib settings in the project

if you test it on a system VS 2005 installed, everythings works nice.
otherwise i doesnt. so try to test also under xp (without installed VS 2005)


/if you still have problems, let me know, then may i can have then a deep
look into the issue



2007/9/27, Serge Lages [EMAIL PROTECTED]:

 Hi all,

 Here is my problem : I develop with WinXP and VS8 SP1, and I have an OSG
 application I need to redistribute on Win2K, WinXP and Vista. The important
 thing to note is that the users will not have administration rights on their
 computers when installing my application. That's why I can't install
 Microsoft's vcredist_x86.exe on these computers.

 So to make it work, I followed the instructions here (the second method) :
 http://msdn2.microsoft.com/library/ms235291(VS.80).aspxhttp://msdn2.microsoft.com/library/ms235291%28VS.80%29.aspx
 I have put Microsoft.VC80.CRT folders with the correct dlls and manifest
 everywhere I have a dll (into the main binary folder and into the
 osgPlugins-* folder).
 Under WinXP and Win2K it works great but not on Vista. It makes my
 application crash. Its weird because if I don't put a 
 Microsoft.VC80.CRTfolder into the plugins folder, my application doesn't 
 crash (but no
 textures or objects are loaded as the plugins fail to be loaded). So it
 seems to come from the plugins.

 Anyone as a clue on what I am doing wrong ?
 Thanks in advance for any help.

 PS : Of course, if I install vcredist_x86.exe on the Vista computer, my
 application works normally, so it's really a redistribution issue.

 --
 Serge Lages
 http://www.magrathea-engine.org
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-- 

Adrian Egli
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Re: [osg-users] MODKEY_CTRL problem

2007-09-27 Thread Robert Osfield
On 9/27/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
 Hi Robert. Linux/KDE.

OK. I've reproduce the problem in osgkeyboard, it looks like the alt
tab is prevent GraphicsWindowX11 from getting any events, and if it
isn't getting any events then there is no way for it to know that
anything has changed.  Pressing 'alt' on its own in the osgkeyboard
window fixes the problem.

As to a solution? I don't know.  One might need to dynamically query
the modifier state rather than relying on events.  This would require
substantial changes though, and is not something I have time to go
chasing after right now.  Others are welcome to investigate.

Robert.
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Re: [osg-users] Is it possible to get a fixed constant framerate in OSG?

2007-09-27 Thread Robert Osfield
Hi Carlos,

There is no function in the OSG for setting the target frame rate.

You own application has control over the dispatch of viewer.frame()
(unless you call viewer.run())  so you can decide yourself if your app
is ready to commence the next frame.

Robert.

On 9/27/07, Carlos Zoido [EMAIL PROTECTED] wrote:
 Hi all!,

 Does anyone know if it's possible to controll the application
 framerate in any way ?
 We have now V-sync on and if for example we have a refresh frequency
 of 72Hz and the framerate is during all the execution of the
 application over 40fps we'd like to now if there's any function in OSG
 2.0 so that we can fix the framerate constant to 36fps (for example).

 Thanks a lot,


 Carlos.
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Re: [osg-users] applying textures

2007-09-27 Thread Enrico Villani
Thanks for your interest on my problem David, i looked at your link but it
seems too low level... how can i say? i'm only trying to apply a texture to
a model node (thanks to osg scenegraph approach): if i use texgen with
spere_map flag, the texture is applied to my node, but it moves when i move
the camera. if i use eye_linear or object_linear the texture gets black. if
i don't use texgen the node change only its color (assuming the main color
of the texture).

I really need some help!!

Enrico

2007/9/25, David Callu [EMAIL PROTECTED]:

 Hi Enrico

For a good explanation of texture mapping and texcoord generator, take
 a look the 
 redbookhttp://fly.cc.fer.hr/%7Eunreal/theredbook/chapter09.htmland to the 
 OpenGL Specification, Chap
 2.11.4 , p 50.  Keep in mind that osg is a c++ wrapper of OpenGL (and
 little more of course :-)), and all graphic concep t   come from OpenGL. as
 the texcoord generator.

 HTH
 david


 2007/9/25, Enrico Villani [EMAIL PROTECTED]:
 
 
 
  Hi to all!
 i'm a newbie of osg and i would share my problem with the
  community...
  i'm developing a VR application which should load various kind of 3D
  models (mainly flt and osg/ive), insert them into an appropriate
  environement and allow to modify all the scenegraph at runtime. in fact it
  shows the scenegraph and the user can decide to change positions of nodes,
  their visibility, etc. When the user chooses to modify the texture of these
  models, he searches the disk for a good looking image (bmp, jpg, etc), but
  the texture is not mapped correctly (the node selected by the user changes
  only its color, texture too big ). otherwise when he applies these
  textures onto the environement sphere or the terrain, all look more or less
  correct. I use an extended nodevisitor to traverse the scenegraph from the
  node choosed by the user in search of geodes. Every time the visitor finds a
  geode it does:
 
  int Num = geode.getNumDrawables();
  for(int j = 0; j  Num; j++) {
  osg::StateSet* stateset = geode.getDrawable
  (j)-getOrCreateStateSet();
  osg::Texture2D* myTexture=new osg::Texture2D;
  myTexture-setDataVariance(osg::Object::DYNAMIC);
  myTexture-setImage(myImage);
  stateset-setTextureAttributeAndModes(0, myTexture,
  osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
  geode.getDrawable(j)-setStateSet(stateset);
  }
 
  I'm in trouble understanding texture mapping. I looked at BumpMapping to
  get useful hints about texcoordgenerator... but i don't know how to use it.
  Having multiple geometries, how to map them correctly or even
  approssimatively?
 
  Can anyone help me??
 
  Sorry for my maybe silly question but I'm new to to the computer
  graphics world!
 
  I'd be very grateful..
  Many thanks in advance..
 
  Enrico
 
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Re: [osg-users] ClipNode / clipplane, rendering water with RTT camera

2007-09-27 Thread Michael Ebner
Hello,

could anyone give me a hint on my problem described below? I cannot 
figure out how to setup a clipplane for the reflection camera correctly.

thanks,
Michael.


Michael Ebner wrote:
 Hello OSG users,
 
 i'm trying to render a water surface with reflections. Rendering the 
 reflected scene into a texture and projecting it on a water plane 
 already works.
 What i need is a clipplane at water height to avoid rendering anything 
 below the water surface. I've tried to setup a ClipNode with clipplanes 
 in various ways (also activating them on different positions at the 
 scenegraph) but nothing gets clipped.
 
 I post a code snippet below, perhaps i'm missing something obvious. I 
 tried, setting up the ClipNode at root level and activating the plane at 
 reflection cameras level. Tried adding the ClipNode above the reflection 
 camera and activating it there. And below is the code, where the 
 ClipNode is child of the RTT reflection_camera, but it doesn't work either.
 
 
 snippet:
 
 // reflection texture 
 reflection_tex_ = new osg::Texture2D;
 reflection_tex_-setTextureSize(1024,1024);
 reflection_tex_-setInternalFormat(GL_RGBA);
 reflection_tex_-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
 reflection_tex_-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
 reflection_tex_-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
 reflection_tex_-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
 reflection_tex_-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 
 
 // reflection camera --
 reflection_camera_ = new osg::Camera;
 reflection_camera_-setName(WaterReflectionCamera);
 
 reflection_camera_-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
 reflection_camera_-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 reflection_camera_-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
 reflection_camera_-setReferenceFrame(osg::Camera::ABSOLUTE_RF);
 reflection_camera_-setViewport(0, 0,
   reflection_tex_-getTextureWidth(),
   reflection_tex_-getTextureHeight());
 
 reflection_camera_-setRenderOrder(osg::Camera::PRE_RENDER);
 reflection_camera_-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 reflection_camera_-attach(osg::Camera::COLOR_BUFFER, 
 reflection_tex_.get());
 
 
 // add clip node with clip plane, to avoid rendering anything below 
 water surface
 osg::ClipNode * clip_node = new osg::ClipNode();
 clip_node-setName(Clip Node XZ plane);
 clip_node-addClipPlane(new osg::ClipPlane(0,0.0,1.0,0.0,water_height));
 
 osg::StateSet* clip_state = clip_node-getOrCreateStateSet();
 clip_state-setMode(GL_CLIP_PLANE0, osg::StateAttribute::PROTECTED | 
 osg::StateAttribute::ON);
 
 clip_node-addChild(reflected_nodes.get());
 
 reflection_camera_-addChild(clip_node);
 
 root_node-addChild(reflection_camera_.get());
 
 
 //---
 
 Thanks in advance for any help,
 Michael.
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Re: [osg-users] more on Windows debugging

2007-09-27 Thread Andy Skinner
Yes, I've tried that.  But VS is definitely finding the pdb files and
loading symbols.  It just isn't finding the source.

 

thanks,

andy

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Thibault Genessay
Sent: Thursday, September 27, 2007 5:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

 

Hi guys

Just my 2 cents: have you tried to put the pdb files along with the DLLs
? My post-build step copies all the DLLs and the PDBs and stores them in
the same folder (say 'c:\libs\bin' - must be in %PATH%), and I've never
experienced any problems, except when a PDB does not match a DLL - which
is expected. This technique works with all the libraries I've been
working with so far, not only the OSG. The only drawback is that PDBs
are huge files and make the post-build step a bit slow. 

Thibault

On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote:

Thanks.  I have been looking at strings in these files, too.  I did not
see the path to the cpp files listed in the pdb file.  I see paths to
.obj files, a something.dll.embed.manifest.res file, some source files

(f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
volume f) but no OSG source files.  There are some .exp files.

Do you actually have the OSG (or in this case OpenThreads) source path 
names, up to the .cpp extension in your pdb file?

In the meantime, I have been trying to debug just looking at stack
traces.  I should see how far I can get using linux, too, although I'm
not fond of gdb. 

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] ] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 4:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

My INSTALL step does copy these DLLs to the different location. They
were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph\lib\release or debug directories and INSTALL places them
in
OpenSceneGraph\bin directory. Technically its almost the same situation 
as
yours. I did an extra test and moved DLLs to my sample project
directory.
Even if they were loaded from my app dir I was still able to step into
OSG
sources.

Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
OpenThreadsd.pdb string. There is only one line containing this string
and
this line contains full absolute path to the place where
OpenThreadsd.pdb
was built. In my case this is 
C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
PDB
in hexeditor. PDB seems to keep all the absolute paths to the source cpp
files. My PDB still resides in this directory where DLL points (ie where

DLL
was linked) and my source OSG cpp files are still at the same directory
where PDB points (ie where they were compiled). DLL may be moved
wherever I
want and VS is still able to find the sources. I guess VS first loads 
DLL,
reads the PDB absolute path, then loads PDB and finds absolute paths to
sources. I suppose VS may have trouble if PDB or cpp files absolute
paths
change. But it looks that DLL can be moved freely.

PS. I use VS 2005 SP1 maybe it matters.

Wojtek


-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] Behalf Of Andy
Skinner
Sent: Wednesday, September 26, 2007 7:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging 


Thanks.  I have some of the same setup, but I don't get OSG from the
place where I built it.  I'm afraid that moving the dlls has lost their
connection with the source.

I've got paths set to specify the source, but it doesn't seem to be 
helping, in the same way it didn't help you to remove them.  :)

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 11:43 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] more on Windows debugging

Below is my OSG configuration. Apparently it works well with Visual
Studio
2005 Express intellibase as I am able to step down into OSG sources from
my 
OSG based projects. This may be no solution for you but I hope it may be

helpful somehow if you will be able to find differences and maybe
finally
isolate the cause of the problems.

1. I keep all my projects in C:\DEV directory. All OSG svn related 
projects
are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution
is
located in C:\DEV\OSG_SVN\OpenSceneGraph.

2. After OpenScenGraph SVN update I run CMake and change OSG INSTALL
directory variable to '.' (dot - current directory). It has the effect 
that
install will make bin and lib subdirectories in OpenSceneGraph root
directory. Ie:  C:\DEV\OSG_SVN\OpenSceneGraph\bin and
C:\DEV\OSG_SVN\OpenSceneGraph\lib.

DLLs and EXEs land in:
C:\DEV\OSG_SVN\OpenSceneGraph\bin 

Libraries land in:
C:\DEV\OSG_SVN\OpenSceneGraph\lib

Headers remain in (Cmake is clever and 

Re: [osg-users] Transparency problem

2007-09-27 Thread Panagiotis Papadakos
Hi Andreas.

Well I have already tried to change the stateset of the geode of the
osgText for example with something like

stateSetGeode-setRenderBinDetails(15, RenderBin, 
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS)

, but it doesn't seem to help. The bigger the renderbin the later it is 
rendered in the scene, right?

Panagiotis Papadakos

On Thu, 27 Sep 2007, [EMAIL PROTECTED] wrote:

 Hello everybody.

 I have a transparency problem which you can see in the attached
 image. As you can see the strings rendered on the orange
 window, which is
 in front of another blue window, have a blue outline from the
 blue window
 behind. The strings are in front of a semi-transparent
 rectangle in front
 of the semi-transparent window. What might be happening?

 Hi!

 I had the same problem with billboards and I fixed it with setting the
 stateset's RenderBinNumber. RenderBins in OSG is used to specify which
 objects are going to be drawn first.
 -- 
 Andreas Richter
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Re: [osg-users] ParallelSplitShadowMap ....

2007-09-27 Thread Robert Osfield
Thanks Adrian,

Changes now merged and submitted to SVN.

Visual quality is better with the suggested options in the README but
still not great, in particular I loose shadows when near to objects
and at shallow angles to the surfaces under shadow.  I've played
around with the polygonoffset and found that changing units makes no
difference for the models/views I've tested, but factor to to 4 or 5
seems sufficient to avoid the z fighting.  The values you've chosen
for NVidia look excessive.

I am beginning to wonder about the value of using PolygonOffset in
this context, its just not reliable enough across hardware.
Alternatives to using PolygonOffset are tweaking the depth range via
osg::Depth or via a small tweak to the projection matrix.  Replacing
osg::PolygonOffset by osg::Depth might well be a useful thing to try.

Robert.

On 9/26/07, Adrian Egli [EMAIL PROTECTED] wrote:
 Hi Robert,

 please update the PSSM, i did some bug fixes and added new features to move
 the camera virtual against the view direction by applaying a simple distance
 factor (a), which is calculated camera eye - camera center distance. and we
 can move the light camera against the light direction (b).

 (a) some objects behind the camera can cast shadow
 (b) object aboive the camera can cast shadow

 then i fixed the shadow map orientation, now screen x coordinate alinged
 which improve the quality

  /adegli

 --
 
 Adrian Egli
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[osg-users] Realize callback in 2.x?

2007-09-27 Thread Glenn Waldron
I'm porting an app from 1.2 to 2.x, and it is not immediately obvious to me
how to implement a callback I was setting with
Producer::RenderSurface::addRealizeCallback. (The callback toggles VSYNC via
the WGL_EXT_swap_control extension.) What is the preferred method for doing
this under osgViewer? Thank you! -gw

-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
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Re: [osg-users] Realize callback in 2.x?

2007-09-27 Thread Robert Osfield
Hi Glenn,

You can pass do the equivalent of realize callback by setting the
RealizerOperation on the Viewer.  See the osgshaderterrain example.

Robert.


On 9/27/07, Glenn Waldron [EMAIL PROTECTED] wrote:
 I'm porting an app from 1.2 to 2.x, and it is not immediately obvious to me
 how to implement a callback I was setting with
 Producer::RenderSurface::addRealizeCallback. (The callback
 toggles VSYNC via the WGL_EXT_swap_control extension.) What is the preferred
 method for doing this under osgViewer? Thank you! -gw

 --
 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


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Re: [osg-users] more on Windows debugging

2007-09-27 Thread Andy Skinner
Thanks to Wojtek, I think I'm getting somewhere.

When he looked at strings in his pdb files, he saw paths to source code,
and I didn't.  But I was pretty sure I was generating things with flags,
because I was creating pdb files and the debugger was finding symbols.

Well, apparently something was creating pdb files, but not with enough
info.  I added some of the flags that I thought had to be there anyway
to generate the files in the first place, and I'm seeing the source file
paths in the pdb files.

I'm still building, but I should be able to test soon.

I'm not sure what options built debug and made pdb files and symbols but
didn't put the source paths in the pdb files, but I think I'll be able
to resolve this now.

andy


-Original Message-
From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED] 
Sent: Thursday, September 27, 2007 4:35 AM
To: Andy Skinner; OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

Yes. PDB is a huge container of various information. It contains both 
relative paths (prefixed with ./) and absolute paths of my source files.

Also contains  whole commands used to compile and link.

I googled PDB a little. Found few interesting links but nothing realy 
spectacular. Some information on microsoft site says that copying .pdb
files 
to working directory may help: 
http://support.microsoft.com/default.aspx?scid=kb;en-us;Q121366 :

 The new Visual C++ debugger uses the project.PDB file created by the

linker directly, and embeds the absolute path to the .PDB in the .EXE or

.DLL file. If the debugger can't find the .PDB file at that location or
if 
the path is invalid (if, for example, the project was moved to another 
computer), the debugger looks for it in the current directory. 

If you are desperate you may try to grab DIA sdk and build dia2dump
example 
and see what exactly your PDB contains.
http://msdn2.microsoft.com/en-us/library/x93ctkx8(VS.80).aspx

Hope it helps,
Wojtek

- Original Message - 
From: Andy Skinner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Sent: Wednesday, September 26, 2007 10:34 PM
Subject: RE: [osg-users] more on Windows debugging


Thanks.  I have been looking at strings in these files, too.  I did not
see the path to the cpp files listed in the pdb file.  I see paths to
.obj files, a something.dll.embed.manifest.res file, some source files
(f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
volume f) but no OSG source files.  There are some .exp files.

Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

In the meantime, I have been trying to debug just looking at stack
traces.  I should see how far I can get using linux, too, although I'm
not fond of gdb.

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 4:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

My INSTALL step does copy these DLLs to the different location. They
were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph\lib\release or debug directories and INSTALL places them
in
OpenSceneGraph\bin directory. Technically its almost the same situation
as
yours. I did an extra test and moved DLLs to my sample project
directory.
Even if they were loaded from my app dir I was still able to step into
OSG
sources.

Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
OpenThreadsd.pdb string. There is only one line containing this string
and
this line contains full absolute path to the place where
OpenThreadsd.pdb
was built. In my case this is
C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
PDB
in hexeditor. PDB seems to keep all the absolute paths to the source cpp
files. My PDB still resides in this directory where DLL points (ie where
DLL
was linked) and my source OSG cpp files are still at the same directory
where PDB points (ie where they were compiled). DLL may be moved
wherever I
want and VS is still able to find the sources. I guess VS first loads
DLL,
reads the PDB absolute path, then loads PDB and finds absolute paths to
sources. I suppose VS may have trouble if PDB or cpp files absolute
paths
change. But it looks that DLL can be moved freely.

PS. I use VS 2005 SP1 maybe it matters.

Wojtek


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Andy
Skinner
Sent: Wednesday, September 26, 2007 7:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging


Thanks.  I have some of the same setup, but I don't get OSG from the
place where I built it.  I'm afraid that moving the dlls has lost their
connection with the source.

I've got paths set 

Re: [osg-users] more on Windows debugging

2007-09-27 Thread Andy Skinner
It works, and I'm debugging.

Thanks so much.  We've got several OSG developers here, and this will be
very helpful.

I've asked how come this flag isn't included for our 3rd party builds,
and I'm curious why we got pdb files and symbols without it.  That's why
I was confused for a long time.  But I'm going now, anyway.

andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Thursday, September 27, 2007 10:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

Thanks to Wojtek, I think I'm getting somewhere.

When he looked at strings in his pdb files, he saw paths to source code,
and I didn't.  But I was pretty sure I was generating things with flags,
because I was creating pdb files and the debugger was finding symbols.

Well, apparently something was creating pdb files, but not with enough
info.  I added some of the flags that I thought had to be there anyway
to generate the files in the first place, and I'm seeing the source file
paths in the pdb files.

I'm still building, but I should be able to test soon.

I'm not sure what options built debug and made pdb files and symbols but
didn't put the source paths in the pdb files, but I think I'll be able
to resolve this now.

andy


-Original Message-
From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED] 
Sent: Thursday, September 27, 2007 4:35 AM
To: Andy Skinner; OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

Yes. PDB is a huge container of various information. It contains both 
relative paths (prefixed with ./) and absolute paths of my source files.

Also contains  whole commands used to compile and link.

I googled PDB a little. Found few interesting links but nothing realy 
spectacular. Some information on microsoft site says that copying .pdb
files 
to working directory may help: 
http://support.microsoft.com/default.aspx?scid=kb;en-us;Q121366 :

 The new Visual C++ debugger uses the project.PDB file created by the

linker directly, and embeds the absolute path to the .PDB in the .EXE or

.DLL file. If the debugger can't find the .PDB file at that location or
if 
the path is invalid (if, for example, the project was moved to another 
computer), the debugger looks for it in the current directory. 

If you are desperate you may try to grab DIA sdk and build dia2dump
example 
and see what exactly your PDB contains.
http://msdn2.microsoft.com/en-us/library/x93ctkx8(VS.80).aspx

Hope it helps,
Wojtek

- Original Message - 
From: Andy Skinner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Sent: Wednesday, September 26, 2007 10:34 PM
Subject: RE: [osg-users] more on Windows debugging


Thanks.  I have been looking at strings in these files, too.  I did not
see the path to the cpp files listed in the pdb file.  I see paths to
.obj files, a something.dll.embed.manifest.res file, some source files
(f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
volume f) but no OSG source files.  There are some .exp files.

Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?

In the meantime, I have been trying to debug just looking at stack
traces.  I should see how far I can get using linux, too, although I'm
not fond of gdb.

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 4:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

My INSTALL step does copy these DLLs to the different location. They
were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph\lib\release or debug directories and INSTALL places them
in
OpenSceneGraph\bin directory. Technically its almost the same situation
as
yours. I did an extra test and moved DLLs to my sample project
directory.
Even if they were loaded from my app dir I was still able to step into
OSG
sources.

Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
OpenThreadsd.pdb string. There is only one line containing this string
and
this line contains full absolute path to the place where
OpenThreadsd.pdb
was built. In my case this is
C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
PDB
in hexeditor. PDB seems to keep all the absolute paths to the source cpp
files. My PDB still resides in this directory where DLL points (ie where
DLL
was linked) and my source OSG cpp files are still at the same directory
where PDB points (ie where they were compiled). DLL may be moved
wherever I
want and VS is still able to find the sources. I guess VS first loads
DLL,
reads the PDB absolute path, then loads PDB and finds absolute paths to
sources. I suppose VS may have 

Re: [osg-users] more on Windows debugging

2007-09-27 Thread Wojciech Lewandowski
I am glad to hear that. Out of curiosity which option was missing ?

Wojtek

- Original Message - 
From: Andy Skinner [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, September 27, 2007 5:10 PM
Subject: Re: [osg-users] more on Windows debugging


 It works, and I'm debugging.
 
 Thanks so much.  We've got several OSG developers here, and this will be
 very helpful.
 
 I've asked how come this flag isn't included for our 3rd party builds,
 and I'm curious why we got pdb files and symbols without it.  That's why
 I was confused for a long time.  But I'm going now, anyway.
 
 andy
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andy
 Skinner
 Sent: Thursday, September 27, 2007 10:28 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
 Thanks to Wojtek, I think I'm getting somewhere.
 
 When he looked at strings in his pdb files, he saw paths to source code,
 and I didn't.  But I was pretty sure I was generating things with flags,
 because I was creating pdb files and the debugger was finding symbols.
 
 Well, apparently something was creating pdb files, but not with enough
 info.  I added some of the flags that I thought had to be there anyway
 to generate the files in the first place, and I'm seeing the source file
 paths in the pdb files.
 
 I'm still building, but I should be able to test soon.
 
 I'm not sure what options built debug and made pdb files and symbols but
 didn't put the source paths in the pdb files, but I think I'll be able
 to resolve this now.
 
 andy
 
 
 -Original Message-
 From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED] 
 Sent: Thursday, September 27, 2007 4:35 AM
 To: Andy Skinner; OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?
 
 Yes. PDB is a huge container of various information. It contains both 
 relative paths (prefixed with ./) and absolute paths of my source files.
 
 Also contains  whole commands used to compile and link.
 
 I googled PDB a little. Found few interesting links but nothing realy 
 spectacular. Some information on microsoft site says that copying .pdb
 files 
 to working directory may help: 
 http://support.microsoft.com/default.aspx?scid=kb;en-us;Q121366 :
 
  The new Visual C++ debugger uses the project.PDB file created by the
 
 linker directly, and embeds the absolute path to the .PDB in the .EXE or
 
 .DLL file. If the debugger can't find the .PDB file at that location or
 if 
 the path is invalid (if, for example, the project was moved to another 
 computer), the debugger looks for it in the current directory. 
 
 If you are desperate you may try to grab DIA sdk and build dia2dump
 example 
 and see what exactly your PDB contains.
 http://msdn2.microsoft.com/en-us/library/x93ctkx8(VS.80).aspx
 
 Hope it helps,
 Wojtek
 
 - Original Message - 
 From: Andy Skinner [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Sent: Wednesday, September 26, 2007 10:34 PM
 Subject: RE: [osg-users] more on Windows debugging
 
 
 Thanks.  I have been looking at strings in these files, too.  I did not
 see the path to the cpp files listed in the pdb file.  I see paths to
 .obj files, a something.dll.embed.manifest.res file, some source files
 (f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
 volume f) but no OSG source files.  There are some .exp files.
 
 Do you actually have the OSG (or in this case OpenThreads) source path
 names, up to the .cpp extension in your pdb file?
 
 In the meantime, I have been trying to debug just looking at stack
 traces.  I should see how far I can get using linux, too, although I'm
 not fond of gdb.
 
 thanks,
 andy
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Wojciech Lewandowski
 Sent: Wednesday, September 26, 2007 4:24 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
 My INSTALL step does copy these DLLs to the different location. They
 were
 compiled in OpenSceneGraph\src\subproject and linked in
 OpenSceneGraph\lib\release or debug directories and INSTALL places them
 in
 OpenSceneGraph\bin directory. Technically its almost the same situation
 as
 yours. I did an extra test and moved DLLs to my sample project
 directory.
 Even if they were loaded from my app dir I was still able to step into
 OSG
 sources.
 
 Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for
 OpenThreadsd.pdb string. There is only one line containing this string
 and
 this line contains full absolute path to the place where
 OpenThreadsd.pdb
 was built. In my case this is
 C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened
 PDB
 in hexeditor. PDB seems to keep all the 

Re: [osg-users] more on Windows debugging

2007-09-27 Thread Andy Skinner
It was /Zi.  I knew I saw it set (it was put in another variable and not
put in the one I was using), and I knew I was getting pdb files, so I
really thought it was being applied.  Oh, well.

thanks,
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Thursday, September 27, 2007 11:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging

I am glad to hear that. Out of curiosity which option was missing ?

Wojtek

- Original Message - 
From: Andy Skinner [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, September 27, 2007 5:10 PM
Subject: Re: [osg-users] more on Windows debugging


 It works, and I'm debugging.
 
 Thanks so much.  We've got several OSG developers here, and this will
be
 very helpful.
 
 I've asked how come this flag isn't included for our 3rd party builds,
 and I'm curious why we got pdb files and symbols without it.  That's
why
 I was confused for a long time.  But I'm going now, anyway.
 
 andy
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andy
 Skinner
 Sent: Thursday, September 27, 2007 10:28 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
 Thanks to Wojtek, I think I'm getting somewhere.
 
 When he looked at strings in his pdb files, he saw paths to source
code,
 and I didn't.  But I was pretty sure I was generating things with
flags,
 because I was creating pdb files and the debugger was finding symbols.
 
 Well, apparently something was creating pdb files, but not with enough
 info.  I added some of the flags that I thought had to be there anyway
 to generate the files in the first place, and I'm seeing the source
file
 paths in the pdb files.
 
 I'm still building, but I should be able to test soon.
 
 I'm not sure what options built debug and made pdb files and symbols
but
 didn't put the source paths in the pdb files, but I think I'll be able
 to resolve this now.
 
 andy
 
 
 -Original Message-
 From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED] 
 Sent: Thursday, September 27, 2007 4:35 AM
 To: Andy Skinner; OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
Do you actually have the OSG (or in this case OpenThreads) source path
names, up to the .cpp extension in your pdb file?
 
 Yes. PDB is a huge container of various information. It contains both 
 relative paths (prefixed with ./) and absolute paths of my source
files.
 
 Also contains  whole commands used to compile and link.
 
 I googled PDB a little. Found few interesting links but nothing realy 
 spectacular. Some information on microsoft site says that copying .pdb
 files 
 to working directory may help: 
 http://support.microsoft.com/default.aspx?scid=kb;en-us;Q121366 :
 
  The new Visual C++ debugger uses the project.PDB file created by
the
 
 linker directly, and embeds the absolute path to the .PDB in the .EXE
or
 
 .DLL file. If the debugger can't find the .PDB file at that location
or
 if 
 the path is invalid (if, for example, the project was moved to another

 computer), the debugger looks for it in the current directory. 
 
 If you are desperate you may try to grab DIA sdk and build dia2dump
 example 
 and see what exactly your PDB contains.
 http://msdn2.microsoft.com/en-us/library/x93ctkx8(VS.80).aspx
 
 Hope it helps,
 Wojtek
 
 - Original Message - 
 From: Andy Skinner [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Sent: Wednesday, September 26, 2007 10:34 PM
 Subject: RE: [osg-users] more on Windows debugging
 
 
 Thanks.  I have been looking at strings in these files, too.  I did
not
 see the path to the cpp files listed in the pdb file.  I see paths to
 .obj files, a something.dll.embed.manifest.res file, some source
files
 (f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
 volume f) but no OSG source files.  There are some .exp files.
 
 Do you actually have the OSG (or in this case OpenThreads) source path
 names, up to the .cpp extension in your pdb file?
 
 In the meantime, I have been trying to debug just looking at stack
 traces.  I should see how far I can get using linux, too, although I'm
 not fond of gdb.
 
 thanks,
 andy
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Wojciech Lewandowski
 Sent: Wednesday, September 26, 2007 4:24 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] more on Windows debugging
 
 My INSTALL step does copy these DLLs to the different location. They
 were
 compiled in OpenSceneGraph\src\subproject and linked in
 OpenSceneGraph\lib\release or debug directories and INSTALL places
them
 in
 OpenSceneGraph\bin directory. Technically its almost the same
situation
 as
 yours. I did an extra test and moved DLLs to my sample project
 directory.
 Even if they were loaded from 

Re: [osg-users] Suitable for Pointcloud/LIDAR data

2007-09-27 Thread Robert Osfield
Hi Martin,

The OSG can certainly be used for point data, 100M points will
starting hitting memory size and bandwidth issues down on the graphics
card.  The OSG does support paging and VBO's which can certainly help,
the scene graphs will still have to be very carefully management to
get good throughout - you will still have to understand how the
graphics cards/OpenGL works to make the best use of it - there isn't
anything magical the OSG can do, it can just help.

Robert.

On 9/27/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I need to develop an application to handle a 3D point-cloud of a few 100M 
 points.
 It will have to handle displaying points, meshes and surfaces quickly.
 Currently my app uses raw opengl but I need a more efficent solution for 
 large data sets.

 Is openscenegraph suitable for this?
 I am conceend that the file format isn't very compact - do I have to use this 
 format or can I simply load my data and create a model 'on the fly'?
 How does it manage data sets too large to fit in memory?
 Will osg manage selecting points/regions efficently with such large data sets?

 Any pointers to the suitability greatly apprreciated

 Thanks,
 Martin

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Re: [osg-users] Redistribute OSG on Vista

2007-09-27 Thread Roger James
Does your app need MFC? The redist installs assemblies for that as well.

 

Do the versions in the manifest file match the ones in the dlls and the ones
in the manifests embedded in the exe and plugin dlls?

 

I found this thread useful

 

http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=164465
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=164465SiteID=1
SiteID=1

 

 

osg loads its plugins via loadlibrary (as opposed to implicit loading via
the exe loader) which is why you need private assemblies in the plugin
directory as well.

 

Only ms could dream up something this Byzantine!

 

I found the ms dependency walker (http://www.dependencywalker.com
http://www.dependencywalker.com/ ) and the CFF Explorer
(http://www.ntcore.com/products.php) useful in tracking this stuff down.

 

Roger

 

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Serge Lages
Sent: 27 September 2007 11:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] Redistribute OSG on Vista

 

On 9/27/07, Adrian Egli [EMAIL PROTECTED] wrote:

Hi Serge, 

i don't know what's exactly going wrong with this. but one problem is that
you don't have the redist installed. the latest version of VS 2005 force per
default the manifest file building and the CRT lib. there should be 2
solutions to solve this, i am not sure and i did test it, but i rember that
i did once similar: 

try to:
(1) remove manifest build 
(2) try to et crt lib settings in the project

if you test it on a system VS 2005 installed, everythings works nice.
otherwise i doesnt. so try to test also under xp (without installed VS 2005)



My current solution (including Microsoft.VC80.CRT folders) works with a
fresh WinXP install (without VS8 nor redist package installed). But it
doesn't work on a fresh Vista install, that is why I am so disappointed. :/ 

Anyone have manage to redistribute an OSG app on a Windows Vista without
having to install the redistributable package ?

-- 
Serge Lages
http://www.magrathea-engine.org  http://www.magrathea-engine.org 

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Re: [osg-users] Redistribute OSG on Vista

2007-09-27 Thread Mike Weiblen
Thanks for that thread pointer, useful info there.

I found the It's that simple. comment mildly humorous.

-- mew
 


Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Roger James
 Sent: Thursday, September 27, 2007 11:55 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Redistribute OSG on Vista
 
 Does your app need MFC? The redist installs assemblies for that as
well.
 
 
 
 Do the versions in the manifest file match the ones in the dlls and
the
 ones in the manifests embedded in the exe and plugin dlls?
 
 
 
 I found this thread useful
 
 
 
 http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=164465SiteID=1
 
 
 
 
 
 osg loads its plugins via loadlibrary (as opposed to implicit loading
via
 the exe loader) which is why you need private assemblies in the plugin
 directory as well.
 
 
 
 Only ms could dream up something this Byzantine!
 
 
 
 I found the ms dependency walker (http://www.dependencywalker.com
 http://www.dependencywalker.com/ ) and the CFF Explorer
 (http://www.ntcore.com/products.php) useful in tracking this stuff
down.
 
 
 
 Roger
 
 
 
 
 
 
 
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Serge Lages
 Sent: 27 September 2007 11:04
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Redistribute OSG on Vista
 
 
 
 On 9/27/07, Adrian Egli [EMAIL PROTECTED] wrote:
 
   Hi Serge,
 
   i don't know what's exactly going wrong with this. but one
problem
 is that you don't have the redist installed. the latest version of VS
2005
 force per default the manifest file building and the CRT lib. there
should
 be 2 solutions to solve this, i am not sure and i did test it, but i
 rember that i did once similar:
 
   try to:
   (1) remove manifest build
   (2) try to et crt lib settings in the project
 
   if you test it on a system VS 2005 installed, everythings works
 nice. otherwise i doesnt. so try to test also under xp (without
installed
 VS 2005)
 
 
 My current solution (including Microsoft.VC80.CRT folders) works with
a
 fresh WinXP install (without VS8 nor redist package installed). But it
 doesn't work on a fresh Vista install, that is why I am so
disappointed.
 :/
 
 Anyone have manage to redistribute an OSG app on a Windows Vista
without
 having to install the redistributable package ?
 
 --
 Serge Lages
 http://www.magrathea-engine.org

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Re: [osg-users] Redistribute OSG on Vista

2007-09-27 Thread Roger James
Something I forgot. I have seen mention that having the private assembly in
a sub-directory doesn't work when loading dlls. I have never tried it. Maybe
someone who understands this maze can comment.

 

So just copy the runtime dlls and their manifest up into the plugin
directory.

 

Roger

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: 27 September 2007 17:55
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Redistribute OSG on Vista

 

Does your app need MFC? The redist installs assemblies for that as well.

 

Do the versions in the manifest file match the ones in the dlls and the ones
in the manifests embedded in the exe and plugin dlls?

 

I found this thread useful

 

http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=164465
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=164465SiteID=1
SiteID=1

 

 

osg loads its plugins via loadlibrary (as opposed to implicit loading via
the exe loader) which is why you need private assemblies in the plugin
directory as well.

 

Only ms could dream up something this Byzantine!

 

I found the ms dependency walker (http://www.dependencywalker.com
http://www.dependencywalker.com/ ) and the CFF Explorer
(http://www.ntcore.com/products.php) useful in tracking this stuff down.

 

Roger

 

 

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Re: [osg-users] more on Windows debugging

2007-09-27 Thread Andy Skinner
Oh, we're building the OSG with an enormous pile of scaffolding.  There is a 
process for building all our 3rd party software.  I still haven't heard why 
they don't include /Zi for 3rd party stuff, or why I was getting pdb file at 
all (even if not containing everything) without it.

I'd love to know how to get the paths in the pdb file to be UNC paths, rather 
than the volume number.  My sandbox is my S: volume, but if I'd like to keep 
the build area in my sandbox and let other people use it, I'd like to use the 
UNC name (\\mathworks\devel\sandbox\askinner).  I don't know if there is a way 
to get that name into the file instead of S: or not.  Until I figure that out, 
they'll have to copy my build area (with src directory and pdb files) as well 
as my install (with include, bin, and lib).  I'd like for them to just have to 
get the install.

andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Thursday, September 27, 2007 2:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] more on Windows debugging

Hello Andy,

Glad you got this sorted, it was bugging me too. Not your messages  
:-), but the fact you got the problem when I have had no problem  
debugging inside the OSG DLLs -- of course stating I have no problem  
doesn't help at all, which is why I didn't  say anything.

 It was /Zi.  I knew I saw it set (it was put in another variable and not
 put in the one I was using), and I knew I was getting pdb files, so I
 really thought it was being applied.  Oh, well.

I wonder, how were you building the OSG? On my side, when I generate  
the build files with CMake, using the build configuration list in  
Visual Studio to switch from Release to Debug sets the correct flags  
(including /Zi)... Were you building the OSG with a different build  
tool or from your own scripts?

I'm just wondering, because if not, that would indicate that in some  
circumstances CMake will generate invalid build files (without /Zi for  
the debug build, at least), and I'd like to get to the bottom of that  
so others don't get that problem in the future...

OTOH, if the problem was totally on your side, then I'm just glad you  
got it fixed. I remember a few threads I started that lasted a few  
days/weeks and where the problem was ultimately totally on my side, so  
I can relate. :-)

J-S
-- 
__
Jean-Sebastien Guay [EMAIL PROTECTED]
 http://whitestar02.webhop.org/


This message was sent using IMP, the Internet Messaging Program.


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Re: [osg-users] MODKEY_CTRL problem

2007-09-27 Thread Leif Delgass
On 9/27/07, Robert Osfield [EMAIL PROTECTED] wrote:
 On 9/27/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
  Hi Robert. Linux/KDE.

 OK. I've reproduce the problem in osgkeyboard, it looks like the alt
 tab is prevent GraphicsWindowX11 from getting any events, and if it
 isn't getting any events then there is no way for it to know that
 anything has changed.  Pressing 'alt' on its own in the osgkeyboard
 window fixes the problem.

 As to a solution? I don't know.  One might need to dynamically query
 the modifier state rather than relying on events.  This would require
 substantial changes though, and is not something I have time to go
 chasing after right now.  Others are welcome to investigate.

 Robert.

Since I've been trying to learn more Xlib, I took a look at this and
it seems that OSG is using KeyPress/Release events on the modifier
keys themselves to set the GUIEventAdapter modifier mask rather than
using the modifier state contained in the X key, button, motion and
border crossing events (the 'state' member of those events).

I used xev to trace the events, and I think what happens is: Alt is
pressed, the EventQueue's modifier state is set, and then the window
loses keyboard focus when the window manager sees Alt-Tab.  If the Alt
key is released while switched away (or the user Alt-Tabs back to the
OSG window), the window never gets a KeyRelease event for Alt because
the event happens while it has lost keyboard focus.  The Alt state in
the EventQueue is then stuck on until it is pressed and released
again.

One solution would be to ignore KeyPress/Release events for modifier
keys and use the modifier state masks in the other keyboard and
pointer events.  This also honors the current modifier mapping
(MappingNotify would also need to be handled) as reported by xmodmap.
Howver, another option is to select for KeymapNotify events to get the
current modifier state when the keyboard/pointer focus comes back
(KeymapNotify follows EnterNotify and FocusIn events).  The
KeymapNotify event includes state for all keys (a 256 bit vector
indexed by keycode).  EnterNotify also includes the modifier state in
the event, but FocusIn does not.

Leif Delgass
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Re: [osg-users] MODKEY_CTRL problem

2007-09-27 Thread André Garneau
Hi Leif  Robert,

This is the same problem that was reported this summer on the Win32
platform. A fix for it was prepared and submitted, but it required
equivalent changes on the X11 and OSX graphics windows class implementations
since changes to the core OSG libraries were made. It would be great if
somebody could volunteer on the X11 and OSX sides to make these.

André

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Leif
Delgass
Sent: September-27-07 5:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MODKEY_CTRL problem

On 9/27/07, Robert Osfield [EMAIL PROTECTED] wrote:
 On 9/27/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
  Hi Robert. Linux/KDE.

 OK. I've reproduce the problem in osgkeyboard, it looks like the alt
 tab is prevent GraphicsWindowX11 from getting any events, and if it
 isn't getting any events then there is no way for it to know that
 anything has changed.  Pressing 'alt' on its own in the osgkeyboard
 window fixes the problem.

 As to a solution? I don't know.  One might need to dynamically query
 the modifier state rather than relying on events.  This would require
 substantial changes though, and is not something I have time to go
 chasing after right now.  Others are welcome to investigate.

 Robert.

Since I've been trying to learn more Xlib, I took a look at this and
it seems that OSG is using KeyPress/Release events on the modifier
keys themselves to set the GUIEventAdapter modifier mask rather than
using the modifier state contained in the X key, button, motion and
border crossing events (the 'state' member of those events).

I used xev to trace the events, and I think what happens is: Alt is
pressed, the EventQueue's modifier state is set, and then the window
loses keyboard focus when the window manager sees Alt-Tab.  If the Alt
key is released while switched away (or the user Alt-Tabs back to the
OSG window), the window never gets a KeyRelease event for Alt because
the event happens while it has lost keyboard focus.  The Alt state in
the EventQueue is then stuck on until it is pressed and released
again.

One solution would be to ignore KeyPress/Release events for modifier
keys and use the modifier state masks in the other keyboard and
pointer events.  This also honors the current modifier mapping
(MappingNotify would also need to be handled) as reported by xmodmap.
Howver, another option is to select for KeymapNotify events to get the
current modifier state when the keyboard/pointer focus comes back
(KeymapNotify follows EnterNotify and FocusIn events).  The
KeymapNotify event includes state for all keys (a 256 bit vector
indexed by keycode).  EnterNotify also includes the modifier state in
the event, but FocusIn does not.

Leif Delgass
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-27 Thread Brian Keener
Robert Osfield wrote:
 The errors don't make any sense to me, the line is:
 
 
 inline float log2(float v) { return logf(v) * static_castfloat(INVLN_2); 
}
 
 And the error you get is:
 
 /usr/src/OpenSceneGraph/include/osg/Math:197: error: expected `)'
 before '/' token
 /usr/src/OpenSceneGraph/include/osg/Math:197: error: expected `,' or
 `;' before '/' token
 
 It's like the compiler is treating the definition of INVLN_2 as a
 macro not a const double.  The definition of INVLN_2 is near the top
 of include/osg/Math :
 
 const double LN_2 = 0.69314718055994530942;
 const double INVLN_2 = 1.0 / LN_2;
 
 This really looks like a bug in the compiler.  Perhaps changing the
 above be a hardwired value i.e. const double INVLN_2 = 1.442...  might
 get around this bug, could you try this?
 
 Robert.

I tried the change you suggested but no go.  I think it might be deeper in 
/usr/include/math.h where they do a define on log2 and log2f as follows 
but

#define log2(x) (log(x) / M_LOG2_E)
#define log2f(x) (logf(x) / (float) M_LOG2_E)

not sure.

bk



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Re: [osg-users] OSG 2.1.10 windows refresh / performance

2007-09-27 Thread Gert van Maren
Thanks André

I'll try it out.

G

On Fri, 28 Sep 2007 08:39:21 +1200,  
[EMAIL PROTECTED] wrote:

 Hi Gert,
 FYI, I've just submitted a fix for the taskbar not being repainted when a
 full-screen graphics window is going to windowed mode.
 André



-- 
Gert van Maren

Head of Research  Development
K2Vi Virtual Reality Software
Data Interface Technologies Ltd

Phone: +64 21 2855581
Email: [EMAIL PROTECTED]
Web: http://www.k2vi.com

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