Re: [osg-users] GUI Events and Available Tutorial
Hi Renan Have you take a look to OSG example? osgkeyboard and osgcamera could interest you. After this, you can also take a look to the source code ... ;-) The best source of information. David 2007/10/2, Renan Mendes [EMAIL PROTECTED]: Hello, everyone. Newbie speaking again. I've got the new version of OSG (2.0), but I've had access only to the old version's tutorial, found in http://www.nps.navy.mil/cs/sullivan/osgtutorials/. As I went through the Keyboard Handler Class and tried to implement some of the code available, I found out that some of the methods mentioned in the tutorial do not belong to a certain class they used to (others I couldn't even find in the reference guide anymore). So, my question is: where can I read more on GUI Events, Keyboard Handler and Mouse Selection in an up to date version of OSG. (I have the OSG Quick Start Guide and it's been helping me, but I just wanted some more sources to refer to when I don't understand the book entirely). Thanks again, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgUtil::PolytopeIntersector finding the closest intersection
Hi Michele, Michele Bosi wrote: Hi all, my program needs to select some lines, since osgViewer-computeIntersections is unable to pick lines I switched to osgUtil::PolytopeIntersector which is able to do so. Unfortunately PolytopeIntersector seems unable to tell me the intersection points/lines from which I would determine the closest object that I actually picked (among all the other that intersect the picking volume). Am I missing something? hope so. In the current state the PolytopeIntersector does not store intersection points or primitive indices. I do have a version that does so, but it needs some cleanup before I am willing to submit it. Right now I do not have much time but I hope that can submit a version next week. To sum up, is there a way to determine the closest object picked by a osgUtil::PolytopeIntersector (actually not the closest object but the one which has the closest intersection)? Or, are there other ways to pick a line object? That's exactly what my enhancement of the PolytopeIntersector does. It uses a reference plane and sorts the intersections according to the distance to that reference plane. Of course there are other ways to pick lines: One could use cylinders or cones which surround the pick-ray for intersecting lines but this is not implemented within OpenSceneGraph (yet). Regards, Michele Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- creating IT solutions Peter Hrenkascience + computing ag Software Solutions Hagellocher Weg 73 phone +49 7071 9457 263 72070 Tuebingen, Germany fax +49 7071 9457 511 [EMAIL PROTECTED] www.science-computing.de -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager and Producer::Viewer
Hi Stephan, You can check how many items the DatabasePager has left to merge via the following methods - when the sum of the two goes to 0 its complete. /** Report how many items are in the _fileRequestList queue */ unsigned int getFileRequestListSize() const { return _fileRequestList.size(); } /** Report how many items are in the _dataToCompileList queue */ unsigned int getDataToCompileListSize() const { return _dataToCompileList.size(); } You could also consider adjusting the various compile related methods in osgDB::DatabasePager. 2.1.x supports compile contexts which when used can really accelerate loading of new tiles. Robert. On 10/1/07, Steven Powers [EMAIL PROTECTED] wrote: Im using Producer::viewer (OSG v 1.2) to load a paged terrain database. When I move my camera to a location over the terrain it takes quite a while for the terrain to be paged into view. Is there a way to query the DatabasePager to see if the terrain has been paged into view?? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?
Cygwin (win32 headers located at usr/include/w32api/GL, not X11 ones): typedef void (APIENTRY *_GLUfuncptr)(); GLAPI void APIENTRY gluNurbsCallback (GLUnurbs* nurb, GLenum which, _GLUfuncptr CallBackFunc); where gl.h:#define GLAPI __stdcall and gl.h:#define APIENTRY __stdcall ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling VRML 2.0 Plugin (Visual Studio 8)
Thanks for your prompt reply, I'll have another go at it. Regards, Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: 01 October 2007 21:53 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Compiling VRML 2.0 Plugin (Visual Studio 8) Hello Kim, I have been trying to compile the VRML 2.0 plugin under VS8. I have noticed a number of posts on the forum about the plugin but I cannot seem to find anybody having issues with it's compilation under visual studio v8.0. I regularly compile OSG with the OpenVRML plugin under VS8 (in my case, Visual C++ 2005 Express Edition, but functionally equivalent to Visual Studio 2005). There have been some fixes lately to make the right OpenVRML libraries link, which seems to be related to the errors you are getting. What version of OSG are you trying to compile? I believe the latest fixes went into 2.1.13, so if you're using a previous version, either update to the latest (2.1.13 or straight from SVN) or you'll have to do some manual tweaking to your project files. And you're right, linker errors like those you're getting are either because the library is not found or they're compiled against the wrong Visual C++ runtime. In particular, the linker errors you're getting suggest that you're missing antlr.lib (and probably also regex.lib) in the plugins vrml project's Linker - Input - Additional Dependencies setting. In the debug configuration, it should be openvrmld.lib, antlrd.lib and regexd.lib . The changes done lately would set the right libraries automatically when generating the project files with CMake, but if you don't want to update, you need to do it manually. I'll add a note in the instructions you read. I assume that I the libraries are the correct version as i got them from the suggested link, and I've added the OpenVRML lib dir to both CMake and the .NET lib search path, but alas, i get still get these blasted errors. Apart from what I said above, after following the instructions, you should have your own compiled libraries in a separate directory. That's the directory you need to point CMake to. You cannot compile the OSG OpenVRML plugin using the versions of the libs that come precompiled in the zip you downloaded, that will get you lots of errors because they are linked to the wrong Visual C++ runtime. So, make sure you're linking to the three libraries (openvrml.lib, antlr.lib, regex.lib), make sure you're linking to your own versions of the libs, and make sure you're linking to the right versions depending on the configuration ('d' suffix for debug, no suffix for release). Good luck, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use of osgDotNet Wrappers
We are, for a use from C# projects. The fact is that some accessor functions are lacking of some important classes (example Osg.NodeCallback.operator()()). The solution adopted for instance - which isn't satisfying for will raise problem when the osg API evolves - is to patch manually the header and source files generated by the osgDotNet Generator from the osgwrapper_*.dll ... Regards -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Jason Beverage To: osg users Sent: Tuesday, September 18, 2007 5:27 PM Subject: [osg-users] Use of osgDotNet Wrappers Hi everyone, I'm just curious to see how many people are currently using or are interested in using the new osgDotNet wrappers with their applications? My company is currently using our own custom .NET wrappers for OSG but we're interested in transitioning to Mike's wrappers and I wanted to get a feel for the number of people in the OSG community that would be using the new osgDotNet wrappers. Thanks! Jason -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GUI Events and Available Tutorial
Hi Renan, The tutorials have now be moved directly into the OSG wiki and the majority have been updated to be relevant to 2.x. http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials And as David mentioned, there are the OSG examples themselves. Robert. On 10/2/07, Renan Mendes [EMAIL PROTECTED] wrote: Hello, everyone. Newbie speaking again. I've got the new version of OSG (2.0), but I've had access only to the old version's tutorial, found in http://www.nps.navy.mil/cs/sullivan/osgtutorials/. As I went through the Keyboard Handler Class and tried to implement some of the code available, I found out that some of the methods mentioned in the tutorial do not belong to a certain class they used to (others I couldn't even find in the reference guide anymore). So, my question is: where can I read more on GUI Events, Keyboard Handler and Mouse Selection in an up to date version of OSG. (I have the OSG Quick Start Guide and it's been helping me, but I just wanted some more sources to refer to when I don't understand the book entirely). Thanks again, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDotNet and Windows Forms
Hi Jason, Thanks for your help! I've used your code to create a controller in Visual Studio. But when I try to use the controller in a project it dosen't render anything. Could you please give me an example of how you use your controller? Christoffer 2007/9/19, Jason Beverage [EMAIL PROTECTED]: Hi Christoffer, Here is a simple control that uses TAO to display an OSG window that I've used for testing. Thanks! Jason 2007/9/18, Christoffer Markusson [EMAIL PROTECTED]: I'm using OSG together with C# in Visual Studio 2005 using the osgDotNet wrappers. Is there an easy way to integrate and display an OSG window in a Windows Form? Does anyone have example code? Christoffer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serialize mutex in DatabsePager
Hi Garret, Feel free to do the appropriate mods to DatabasePager and post them to osg-submissions. It should be safer to allow multiple threaded reads these days. Robert. On 9/19/07, Garrett Potts [EMAIL PROTECTED] wrote: Hello All: Was wondering what people thought about maybe moving the bool serialize_readNodeFile = true; In the run of the DAtabsePager as an attribute of the DatabasePager. This way we can set it at runtime and change the need to serialize or not. This would actually allow for multiple pagers to coexist without blocking another one. Take care Garrett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] debug libraries in windows
I've lost track--should windows debug libraries have d appended, like osg22-osgd.dll? What about lib files? Somewhere as I went from OSG 1.2 to 2.*, we lost some of our text objects (we're using our own class). (Not all, oddly.) It looks like they might be culled out, and I thought the problem was going to be small feature culling. (Our bounds aren't right, and have two points for corners.) But we're still turning that off, and it used to work. If I change the computeBound() method to alter one of the points a bit, it works. So it does seem like a culling issue, but I haven't figure out what to do with it. As I said, we've turned off small feature culling. I tried making a cull callback which returns false. (False means don't cull, right?) The cull callback is called, but drawImplementation is not. So I'd like to debug a bit, but I'm not getting any symbols. I want to make sure I'm building the library correctly, and my filenames don't have d appended to them. Should they? Any help about what might have changed so that our text doesn't show, or about whether I'm getting a debug build, would be appreciated. CMakeCache.txt shows: CMAKE_BUILD_TYPE:STRING=Debug andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PSSM: Latest Version : Please Test and Debug
Adrian Egli wrote: For those you are interest in see how the latest version looks like... There is a slight compile issue with gcc: ShadowPSSM.cpp: In member function 'virtual void osgShadow::ShadowPSSM::init()': ShadowPSSM.cpp:196: error: 'class osg::Texture2D::FilterMode' is not a class or namespace ShadowPSSM.cpp:196: error: 'LINEAR' was not declared in this scope Line 196 of ShadowPSSM.cpp needs to refer to osg::Texture2D::LINEAR. Paul 2007/9/21, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: No problem, i played arround and got new variant of shading. the latest version is using antialised shadow mapping, of course it needs some calculation's for doing this, but the result looks much nicer. latest pssm code will be posted as soon as i will have more time left. i will send just the latest implementation, robert you don't have to merge it. i will do it next week. /adegli 2007/9/21, Robert Osfield [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: Hi Adrian, I understand the technique enough to comment I'm afraid. Robert. On 9/21/07, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi Roberts i am working on the texture selection in GLSL, but unfortunately the gl_FragCoord.z is not for all situation between 0 .. 1. I n some cases, if a triangles, has a visible part in the [near,far] range and a hidden part behind the current viewing camera near, the value is from x..1, with x 0. Why is the value not from near .. far allways 0..1, is this an know ATI bug or do i something missunderstand. Or should i add a special matrix? or how can i fix this issue in fragment shader. /adegli 2007/9/19, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: Thanks robert, i will working on NVidea System (Friday) and i hope that i can fix the problems. The z fighting is a know problem, but i don't yet know wether it come with ati / nvidea. i will fix it friday. regards adrian 2007/9/19, Robert Osfield [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] : Hi Adrian, To help things along I have gone ahead and merged your ShadowPSSM implementation, but renamed it to ParallelSplitShadowMap to be in keeping with the naming of the other shadow techniques. I have also added the PSSM enabling into osgshadow.cpp, but haven't merged PSSM.cpp as I didn't know what to do with this. When enabling --pssm in osgshadow I get shadows, but also z fighting artificats that suggest the polygon offset needs to be adjusted a bit. Bascially glPolygonOffset is not a standardised quantity under OpenGL so implementations vary, if you optimize for ATI it'll not work well under NVidia and visa versa. We've seen this issue with osgText before and made some tweaks to try and cope with the variance. See src/osg/PolgyonOffset.cpp. It could be that the code in there that tries to account for ATI might not be work well with recent drivers. Robert. On 9/19/07, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Sorry Robert, i still fixed an issue this morning, and added also for debugging a define for enable r,g,b for 3 split maps, to color them (DEBUG) regards adrian 2007/9/19, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: Hi Robert, i did some changes in latest implementation, i now i have a PSSM variant which works quite well. I propose to check this implementation into osgShadow. Of course this is just the first version of our PSSM implementation, but we are still open to change the implementation is implemented it as a shadow technique as you mentioned. A future implementation can be the one Terry started some month ago, but i don't know when he will be able to post a adapted version to our shadow technique abstraction. in the attachment we have to VS2003 project: * First my test case, may we can add this as new example. * Second is the osgShadow example from the SVN with changes i did, marked with //ADEGLI - the source - test.bat, you can see what i tested, the test.ive is a database downloaded from http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii http://www.vision.ee.ethz.ch/%7Epmueller/wiki/CityEngine/DownloadModelsPompeii others should test. some problem can cause the PolygonOffset, i tested it on two different system with different GPUs, all under windows, i ll test as soon as i have some minutes left
[osg-users] OSG blocking on application exit.
Hi OSGers, I'm a bit of a newbie to OSG, but I've been developing an application based on the osgviewerMFC example in OSG2.0 (built using VS2005). The problem that I discovered with my application (and the unmodified example) is that once I have loaded in a model (e.g. cow.osg or glider.osg) the program does not terminate properly. It seems to close, but remains as a process consuming CPU resource until I manually terminate it using task manager. As a shot in the dark I guessed the problem might be something to do with threads, so I added the line: mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); just before the call to: mViewer-realize() This seemed to cure the problem, so just thought someone might find this info useful. Why does this problem occur? What have I lost by setting single threaded mode? And.. has it been fixed in later versions? Thanks Chris D. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot compile osgconv with vrml support
Hello, I am not a very good programmer. I am a designer. I need osgconv.exe to convert vrml files to osg format. I had already tried the posted instructions to compile it by myself, but it did not work. I do not remember what error messages remained. Is that really necessary ? It would be really very kind, if someone can give me a compiled version of osgconv for windows. I also think this could be a very usefull programm for more people like me, so I wonder why there's no binary download for this tool, is it?! Regards Andreas Jean-Sébastien Guay schrieb: Hello Andreas, I have tried unavailingly to compile the VRML Plugin for OSG. I don't get it. What have you tried? What messages do you get? Where does it fail? Working instructions can be found at http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins Can someone send me a compiled windows binary of the osgconv.exe programm with enabled VRML support please. It would be very kind. It would be preferable if you could find out why you aren't able to compile it yourself, that way if you ever want an updated version you can do it yourself instead of asking again on the mailing list... Try the instructions at the link above, and if you still can't figure it out, tell us what you tried and what messages you get. Without that information we can't help you. Good luck, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DatabasePager - Display list compilation
Hi, When the database pager is requested to compile the paged drawables, (in the DatabasePager::compileGLObjects method) it calls the compileGLObjects method of the drawable contained in the DataToCompile map. This method delete the display list of the drawable if it already exists. In the case of multi instance paged drawables (trees for example), the database pager compile and recompile and rerecompile the same drawable for each request. It takes time and eats the _maximumNumOfObjectsToCompilePerFrame counter. Maybe the FindCompileableGLObjectsVisitor can check if the drawable has already been compiled. The same thing can be made for texture compilation. They are not re-uploaded in the video memory if the image hasn't been modified by the DatabasePager try to compile them and eat the _maximumNumOfObjectsToCompilePerFrame counter. I don't see in the code where the VBO geometries are compiled. The VBO creation is integrated in the Geometry::drawImplementation method. The compilation is delayed in the rendering traversal. For big VBOs, it causes frame drops because the everything that is in the render graph is compiled. It would be great if the VBO compilation can be decorrelated of the draw itself. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Textured buildings turn white
I am rendering a lot of detailed textured buildings in a dense urban scene. Most of the time, it looks great. There is a low LOD with just colored building faces, and when you get closer to a building the textured faces switch in. But occasionally a condition arises where, when you zoom in close, one building (or a group of buildings) turns white, which seems to imply that the textured model switched in as expected, but the textures didn't get applied? This morning the application had been left running and rendering overnight, and when we looked at it about a third of the buildings (a hundred or so) were white - without textures! When the machine was rebooted (a new HP workstation, a few GB of memory, and a new NVidia graphics card with either 768MB or 1GB of texture memory), everything began to render fine again. Has anyone experienced similar symptoms? Could this be a memory leak, or something building up in the texture memory manager in an OpenGL driver, etc.?? Any insight anyone can offer would be appreciated... Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. CTO, BALFOUR Technologies LLC 960 South Broadway, Suite 108, Hicksville NY 11801 Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG blocking on application exit.
HI Chris, Could you try the SVN or 2.1.13 version to see if the issues you see with osgviewerMFC are fixed as there have been a number of fixes to it since 2.0. Robert. On 10/2/07, Chris Denham [EMAIL PROTECTED] wrote: Hi OSGers, I'm a bit of a newbie to OSG, but I've been developing an application based on the osgviewerMFC example in OSG2.0 (built using VS2005). The problem that I discovered with my application (and the unmodified example) is that once I have loaded in a model (e.g. cow.osg or glider.osg) the program does not terminate properly. It seems to close, but remains as a process consuming CPU resource until I manually terminate it using task manager. As a shot in the dark I guessed the problem might be something to do with threads, so I added the line: mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); just before the call to: mViewer-realize() This seemed to cure the problem, so just thought someone might find this info useful. Why does this problem occur? What have I lost by setting single threaded mode? And.. has it been fixed in later versions? Thanks Chris D. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg NodeKit splashscreen
I saw a post about osgGauge, and i thought my little nodekit could help some people who wants a splashscreen with a progress bar ready to use. It's a small nodekit but if it can help. You can find the mercurial repository here or if you only want to see result http://www.plopbyte.net/splashscreen : http://hg.plopbyte.net/splashscreen/ to test it: hg clone http://hg.plopbyte.net/splashscreen/ cd splashscreen; autoreconf -f -i ; ./configure ; make; cd example; ./splashscreen use Enter to increase progress bar and BackSpace to decrase progress bar -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager - Display list compilation
Hi Lionel, You have complete control over the number of objects to compile so feel free to up this to something suitable for your scene. Secondly there is time limit applied as well as the maximum number of items in which case it'll limit things even if the number of object count is set too high. Thirdly you could consider the compile context support in osgViewer/DatabasePager that allows a seperate pbuffer and associated thread to do the compile for you. Robert. On 10/2/07, Lionel Lagarde [EMAIL PROTECTED] wrote: Hi, When the database pager is requested to compile the paged drawables, (in the DatabasePager::compileGLObjects method) it calls the compileGLObjects method of the drawable contained in the DataToCompile map. This method delete the display list of the drawable if it already exists. In the case of multi instance paged drawables (trees for example), the database pager compile and recompile and rerecompile the same drawable for each request. It takes time and eats the _maximumNumOfObjectsToCompilePerFrame counter. Maybe the FindCompileableGLObjectsVisitor can check if the drawable has already been compiled. The same thing can be made for texture compilation. They are not re-uploaded in the video memory if the image hasn't been modified by the DatabasePager try to compile them and eat the _maximumNumOfObjectsToCompilePerFrame counter. I don't see in the code where the VBO geometries are compiled. The VBO creation is integrated in the Geometry::drawImplementation method. The compilation is delayed in the rendering traversal. For big VBOs, it causes frame drops because the everything that is in the render graph is compiled. It would be great if the VBO compilation can be decorrelated of the draw itself. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Searcing for raytracer implementation based on OSG
Hello to all OSG developers. Does anybody has developed a raytracer based on OSG or OpenGL which is free to use on other applications? It is important for me that no changes are necessary to the OSG-framework like the raytracer of Amit Ben-David, who modified the osg:Vec3f class. I need it for my thesis and unfortunately I have not enough time to code one by my own. best regards, Tobias p.s.: The source of Ben-Davids raytracer: http://www.cs.technion.ac.il/~cs234326/projects/GLSLRayTracer/main.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?
Hi Andy, Exactly what platforms are succeeding and which ones are failing? From your below text it seems line OSX, Solaris and Linux are failing... The error on the OSX looks like CMake is picking up on the GLX version of GLU rather than the Apple framework as the relevant code does work just fine under the Xcode build. Try opening up ccmake . in the root OpenSceneGraph directory and then pressing 't' then scrolling down till you see the OPENGL_INCLUDE_DIR. What does it report? Robert. On 10/1/07, Andy Skinner [EMAIL PROTECTED] wrote: Although I sent stuff that started this, let me be specific. Here are maci with the glu.h we use, and a bit about glu.h we don't use. Here are also linux 32 bit and solaris 64 information. I get the info from building Tessellator.i. On our Intel Mac build using CMake, we are getting /System/Library/Frameworks/OpenGL.framework/Headers/glu.h gluTessCallback is declared as: extern void gluTessCallback (GLUtesselator* tess, GLenum which, GLvoid (*CallBackFunc)()); The line that doesn't compile is: gluTessCallback(_tobj, 100107, (GLvoid (*)(...)) vertexCallback); I think ... comes from the bit in GLU. There is another glu.h in /usr/include/X11R6/GL, but we aren't using it. It defines gluTessCallback as: extern void gluTessCallback (GLUtesselator* tess, GLenum which, _GLUfuncptr CallBackFunc); and _GLUfuncptr as: /* Internal convenience typedefs */ #ifdef __cplusplus typedef GLvoid (*_GLUfuncptr)(); #else typedef GLvoid (*_GLUfuncptr)(GLvoid); #endif Our 32-bit linux uses /usr/include/GL/glu.h. It declares gluTessCallback as: extern void gluTessCallback (GLUtesselator* tess, GLenum which, _GLUfuncptr CallBackFunc); and _GLUfuncptr as: typedef void ( * _GLUfuncptr)(); The line that is failing is: gluTessCallback(_tobj, 100107, (GLvoid (*)()) vertexCallback); And on Solaris I get /usr/include/GL/glu.h. gluTessCallback is: extern void gluTessCallback ( GLUtesselator * tess , GLenum which , GLvoid ( * CallBackFunc ) ( ) ) ; The failing line is: gluTessCallback ( _tobj , 100107 , ( GLvoid ( * ) ( ) ) vertexCallback ) ; andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hi Tobias, Greate would be to get a RayTracer attached to the OSG scene. With option to trace or not. Normally OSG won't trace, but if we like to get high quality screens, we can just turn on the tracing. But i was thinking about this still more then once. What we should get or what i like to integrate as soon as i have some hours to analyse the osg core, we should store the triangles, trianglesfan, ... (GL geometries) in a accelerated spatial data structure, best kd-Tree like data organisation. Even the intersection test could be boosted, also futures animations, collision checks and so on, boosting of depth sorting for transparency pre triangles should become possible. Also haptic-rendering could be an option for future application. This integration would be an essential topic. I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. and the once we have a fast internal data representation, we may are really close to render the scene no longer as face rendering also ray casted, ray traced parts would be an futur options. what would be really greate. May we will get small parts raytraced, others not. what are others thinking about this topic. /Adegli 2007/10/2, Tobias Münch [EMAIL PROTECTED]: Hello to all OSG developers. Does anybody has developed a raytracer based on OSG or OpenGL which is free to use on other applications? It is important for me that no changes are necessary to the OSG-framework like the raytracer of Amit Ben-David, who modified the osg:Vec3f class. I need it for my thesis and unfortunately I have not enough time to code one by my own. best regards, Tobias p.s.: The source of Ben-Davids raytracer: http://www.cs.technion.ac.il/~cs234326/projects/GLSLRayTracer/main.htm http://www.cs.technion.ac.il/%7Ecs234326/projects/GLSLRayTracer/main.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?
Hi All, Thanks for all the feedback, it looks to me like we might be able to get away with just defining in include/osg/GLU: typedef void (APIENTRY *GLU_TESS_CALLBACK)(); This compiles under Kubunto for me at least, and I'd expect most unix platforms to work just fine too, and probably under Windows, but OSX... well it might... To test the above we'll need to apply the change to each platform and build it. Attached is the modified include/osg/GLU. I'm looking for feedback on: Windows - VS, Mingw, Cygwin Linux - various favours. OSX FreeBSD Solaris IRIX HP-UX AIX The wild cards in the above are likely Windows, OSX and HP-UX, the rest I am expecting to work... Thanks in advance for you help, Robert. GLU Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hello Adrian If I get you right, you think that the OSG data representation is not optimized for use within a raytracer application. So it will be possible to code a raytracer with OSG but results won't be very efficient and powerful? regards, Tobias On 10/2/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi Tobias, Greate would be to get a RayTracer attached to the OSG scene. With option to trace or not. Normally OSG won't trace, but if we like to get high quality screens, we can just turn on the tracing. But i was thinking about this still more then once. What we should get or what i like to integrate as soon as i have some hours to analyse the osg core, we should store the triangles, trianglesfan, ... (GL geometries) in a accelerated spatial data structure, best kd-Tree like data organisation. Even the intersection test could be boosted, also futures animations, collision checks and so on, boosting of depth sorting for transparency pre triangles should become possible. Also haptic-rendering could be an option for future application. This integration would be an essential topic. I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. and the once we have a fast internal data representation, we may are really close to render the scene no longer as face rendering also ray casted, ray traced parts would be an futur options. what would be really greate. May we will get small parts raytraced, others not. what are others thinking about this topic. /Adegli 2007/10/2, Tobias Münch [EMAIL PROTECTED]: Hello to all OSG developers. Does anybody has developed a raytracer based on OSG or OpenGL which is free to use on other applications? It is important for me that no changes are necessary to the OSG-framework like the raytracer of Amit Ben-David, who modified the osg:Vec3f class. I need it for my thesis and unfortunately I have not enough time to code one by my own. best regards, Tobias p.s.: The source of Ben-Davids raytracer: http://www.cs.technion.ac.il/~cs234326/projects/GLSLRayTracer/main.htm http://www.cs.technion.ac.il/%7Ecs234326/projects/GLSLRayTracer/main.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows definition of OSG_SOCKET_LIBS
Hi All, In tracking down compile problems under various platforms I can across one email suggest using linking against wsock rather than wsock.lib under Cygwin to allow the .net plugin to compile against libwsock.a, so something along those lines. No patch to the OSG has been forth coming in this direction so I don't know of any actual reslution to this issue so once again I have to ask for feedback to get this resolution. It seems to be that it may well be safe to change the line in OpenSceneGraph/CMakeLists.txt : SET (OSG_SOCKET_LIBS wsock32.lib) To SET (OSG_SOCKET_LIBS wsock32) And hopefully this will work under VS, Mingw and various combinations of Cygwin. Attached is a modified OpenSceneGraph/CMakeLists.txt file. Could Visual Studio, Mingw and Cygwin users try this out and see if things compile fine, is so I'll go ahead and commit this change. Cheers, Robert. IF(WIN32) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR) ELSE(WIN32) IF(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR) IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) MESSAGE(Warning: A critical CMake bug exists in 2.4.6 and below. Trying to build Universal Binaries will result in a compile error that seems unrelated. Either avoid building Universal Binaries by changing the CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the current CVS version of CMake or a newer stable version if it exists.) ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) ELSE(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.0 FATAL_ERROR) ENDIF(APPLE) ENDIF(WIN32) PROJECT(OpenSceneGraph) SET(OPENSCENEGRAPH_MAJOR_VERSION 2) SET(OPENSCENEGRAPH_MINOR_VERSION 1) SET(OPENSCENEGRAPH_PATCH_VERSION 13) SET(OPENSCENEGRAPH_SOVERSION 24) SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION}) SET(OSG_PLUGINS osgPlugins-${OPENSCENEGRAPH_VERSION}) # We want to build SONAMES shared librariess SET(OPENSCENEGRAPH_SONAMES TRUE) SET(OPENTHREADS_SONAMES TRUE) SET(OpenThreads_SOURCE_DIR ${OpenSceneGraph_SOURCE_DIR}) # We have some custom .cmake scripts not in the official distribution. # Maybe this can be used override existing behavior if needed? SET(CMAKE_MODULE_PATH ${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH}) # Mainly for Windows as a convenience. This will find a directory in parallel with the # OSG source that contains 3rd party headers and libraries. # Use of relative paths in CMake is ill-advised, but don't know of any alternatives in this case #SET(CMAKE_INCLUDE_PATH ${OpenSceneGraph_SOURCE_DIR}/../3rdParty/include;${CMAKE_INCLUDE_PATH}) #SET(CMAKE_LIBRARY_PATH ${OpenSceneGraph_SOURCE_DIR}/../3rdParty/lib;${CMAKE_LIBRARY_PATH}) IF(USING_OSG_OP_OT_TRIPLE_SET) SET(CMAKE_INCLUDE_PATH ${OpenSceneGraph_SOURCE_DIR}/../../3rdParty/include;${CMAKE_INCLUDE_PATH}) SET(CMAKE_LIBRARY_PATH ${OpenSceneGraph_SOURCE_DIR}/../../3rdParty/lib;${CMAKE_LIBRARY_PATH}) ENDIF(USING_OSG_OP_OT_TRIPLE_SET) # Okay, here's the problem: On some platforms, linking against OpenThreads # is not enough and explicit linking to the underlying thread library # is also required (e.g. FreeBSD). But OpenThreads may be built with different # backends (Pthreads, Sproc, Windows) so we don't know what the underlying # thread library is because some platforms support multiple backends (e.g. # IRIX supports Sproc and Pthreads). Linking all libraries won't work # because the libraries may be incompatible. # So the current solution is to attempt best guess linking and exempt certain # cases. With IRIX, we're going to hope explicit linking to the underlying # library is not necessary. We currently don't case for pthreads on Windows # which might be an issue on things like Cygwin. This may need to be fixed. FIND_PACKAGE(Threads) IF(CMAKE_SYSTEM MATCHES IRIX) # Erase CMAKE_THREAD_LIBS_INIT and hope it works SET(CMAKE_THREAD_LIBS_INIT CACHE INTERNAL ) ENDIF(CMAKE_SYSTEM MATCHES IRIX) # Find OpenGL FIND_PACKAGE(OpenGL) IF(APPLE) FIND_LIBRARY(CARBON_LIBRARY Carbon) FIND_LIBRARY(COCOA_LIBRARY Cocoa) ENDIF(APPLE) IF(UNIX) # Not sure what this will do on Cygwin and Msys # Also, remember OS X X11 is a user installed option so it may not exist. FIND_PACKAGE(X11) # Some Unicies need explicit linkage to the Math library or the build fails. FIND_LIBRARY(MATH_LIBRARY m) ENDIF(UNIX) # Make the headers visible to everything INCLUDE_DIRECTORIES( ${OpenSceneGraph_SOURCE_DIR}/include ${OPENGL_INCLUDE_DIR} ) # Common global definitions #ADD_DEFINITIONS(-D) # Platform specific definitions IF(WIN32) ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS) ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE) #needed for net plugin SET (OSG_SOCKET_LIBS
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hi Tobias, exactly, OSG is develeped w.r.t high performance surface rendering (OpenGL). /adegli 2007/10/2, Tobias Münch [EMAIL PROTECTED]: Hello Adrian If I get you right, you think that the OSG data representation is not optimized for use within a raytracer application. So it will be possible to code a raytracer with OSG but results won't be very efficient and powerful? regards, Tobias On 10/2/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi Tobias, Greate would be to get a RayTracer attached to the OSG scene. With option to trace or not. Normally OSG won't trace, but if we like to get high quality screens, we can just turn on the tracing. But i was thinking about this still more then once. What we should get or what i like to integrate as soon as i have some hours to analyse the osg core, we should store the triangles, trianglesfan, ... (GL geometries) in a accelerated spatial data structure, best kd-Tree like data organisation. Even the intersection test could be boosted, also futures animations, collision checks and so on, boosting of depth sorting for transparency pre triangles should become possible. Also haptic-rendering could be an option for future application. This integration would be an essential topic. I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. and the once we have a fast internal data representation, we may are really close to render the scene no longer as face rendering also ray casted, ray traced parts would be an futur options. what would be really greate. May we will get small parts raytraced, others not. what are others thinking about this topic. /Adegli 2007/10/2, Tobias Münch [EMAIL PROTECTED]: Hello to all OSG developers. Does anybody has developed a raytracer based on OSG or OpenGL which is free to use on other applications? It is important for me that no changes are necessary to the OSG-framework like the raytracer of Amit Ben-David, who modified the osg:Vec3f class. I need it for my thesis and unfortunately I have not enough time to code one by my own. best regards, Tobias p.s.: The source of Ben-Davids raytracer: http://www.cs.technion.ac.il/~cs234326/projects/GLSLRayTracer/main.htm http://www.cs.technion.ac.il/%7Ecs234326/projects/GLSLRayTracer/main.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Independent prerender step
Hello, What is the correct way to create an independent prerender step in OSG? I'd like to paint a skydome (from osgEphemeris) to the framebuffer which doesn't affect the near/far clipping plane computation, the z-buffer, scene lighting etc. I've tried around using osg::Camera with PRE_RENDER as render order, FRAME_BUFFER as rendertargetimplementation and (DEPTH_BUFFER | COLOR_BUFFER) ss the clear color. But it seems that this is not quite sufficient to make the prerender step completely independent from the main render step. What else do I need to set? Thanks, Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic_cast equivalent in osgDotNet
Hi Christophe, That gives error message Cannot convert type 'OsgGA.GUIActionAdapter' to 'OsgViewer.Viewer' via a built-in conversion. Doing a direct cast, viewer = (OsgViewer.Viewer)aa, also gives a error message when compiling in Visual Studio 2005. Christoffer Christophe Medard christophe.medard at oktal.fr Tue Oct 2 04:16:17 PDT 2007 It's basically the 'as' C# cast operator. osgGA::GUIActionAdapter aa; osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*( aa ); in C++ becomes : OsgGA.GUIActionAdapter aa; OsgViewer.Viewer viewer = aa as OsgViewer.Viewer; 2007/10/2, Christoffer Markusson [EMAIL PROTECTED]: Hi, What is the equivalence in C# using the osgDotNet wrappers to do the following? osgGA::GUIActionAdapter aa osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*( aa ); Christoffer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Independent prerender step
I do exactly that, using a camera which does the following: 1) Sets DO_NOT_COMPUTE_NEAR_FAR so that the skydome doesn't influence the auto-z calculation; otherwise large skydome radii will skew the rest of the scenes znear/zfar 2) Forces the projection matrix so that the skydome radius is within whatever the auto-calculated znear and zfar. Without this step, there _will_ be a scene/viewing distance that results in a clipping dome. I do this by overriding the traverse() call, much like the DepthPartition code. 3) just force z=1 on the skyDome with osg::Depth. I guess rather than step(3) you could draw as a Camera PRE_RENDER (clearing depth and colour), and making sure that your main NESTED_RENDER path doesn't clear the colour buffer. Hope that helps. David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgversion on Mac, not logged in to console
I'm having a problem that I don't think I did before. I telnet to an OSX machine, and I'm not logged in to its console. I try to run osgversion, and it says: == kCGErrorRangeCheck : Window Server communications from outside of session allowed for root and console user only Init_Processes(), could not establish the default connection to the WindowServer.Abort == I'm sure this used to work, because I was running osgversion as the test part of my build. I know I've seen work go on Version.cpp. I've not got the very latest, but code from last week. This still works for me if I VNC into the machine. I'm sure it would work if I were logged in to the console. Could someone with a Mac and another machine that'll let them telnet to the Mac try this and tell me if it works? thanks, andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin/Ming plugin names
Robert Osfield writes: Hi Cygwin/ming users, One open end on the Cygwin/Mingw I haved yet seen explain with enough clarity is the situation with build and runtime load of plugins under Cygwin and Mingw. Does this currently work under Cmake build? If not what issues do you see? Originally the old GNUmakefile build system used build cygwin plugins with a cyg prefix, and mingw with a lib prefix, and src/Registry.cpp reflected this. This odditity was done by Cygwin/Mingw OSG contributors I believe to be more in keeping with the Cygwin/Mingw way of doing things. With the present CMake build system I'm not away of any prefix hacks for Cygwin or Mingw, but having not seen either build first hand and only had somewhat imprecise emails over the months to go on I really don't know what is happening. My guess is that its build plugins like on other platforms - that is without the lib or cyg prefix. If this is the case then we need to modify Registry.cpp to reflect this. I have done this and the change is attached. Could Cygwin and Mingw users please do a build and see how you get on. Hi Robert I don't currently have a MingW or Cygwin environment setup but .. Looking at cmake-2.4.6\Modules\Platform\CYGWIN.cmake SET(CMAKE_SHARED_LIBRARY_PREFIX cyg) SET(CMAKE_SHARED_LIBRARY_SUFFIX .dll) SET(CMAKE_SHARED_MODULE_PREFIX lib) SET(CMAKE_SHARED_MODULE_SUFFIX .dll) SET(CMAKE_IMPORT_LIBRARY_PREFIX lib) SET(CMAKE_IMPORT_LIBRARY_SUFFIX .dll.a) And Looking at at cmake-2.4.6\Modules\Platform\Windows-gcc.cmake MSYS SET(CMAKE_STATIC_LIBRARY_PREFIX lib) SET(CMAKE_STATIC_LIBRARY_SUFFIX .a) SET(CMAKE_SHARED_LIBRARY_PREFIX lib) # lib SET(CMAKE_SHARED_LIBRARY_SUFFIX .dll) # .so SET(CMAKE_SHARED_MODULE_PREFIX lib) # lib SET(CMAKE_SHARED_MODULE_SUFFIX .dll) # .so SET(CMAKE_IMPORT_LIBRARY_PREFIX lib) SET(CMAKE_IMPORT_LIBRARY_SUFFIX .dll.a) It appears as if Cmake is using the same conventions as our previous method Note it it the CMAKE_SHARED_LIBRARY_PREFIX that is in question Would still be good to have someone confirm this :-) Cheers Norman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin/Ming plugin names
Hi Norman, Thanks for looking this up. I don't believe it is the same as before as the plugins are compiled as SHARED_MODULE so I'm guess that both cywin and mingw would be lib prefix, i.e. libosgdb_osg.dll. This would mean that Cygwin has changed. Robert. On 10/2/07, Norman Vine [EMAIL PROTECTED] wrote: Robert Osfield writes: Hi Cygwin/ming users, One open end on the Cygwin/Mingw I haved yet seen explain with enough clarity is the situation with build and runtime load of plugins under Cygwin and Mingw. Does this currently work under Cmake build? If not what issues do you see? Originally the old GNUmakefile build system used build cygwin plugins with a cyg prefix, and mingw with a lib prefix, and src/Registry.cpp reflected this. This odditity was done by Cygwin/Mingw OSG contributors I believe to be more in keeping with the Cygwin/Mingw way of doing things. With the present CMake build system I'm not away of any prefix hacks for Cygwin or Mingw, but having not seen either build first hand and only had somewhat imprecise emails over the months to go on I really don't know what is happening. My guess is that its build plugins like on other platforms - that is without the lib or cyg prefix. If this is the case then we need to modify Registry.cpp to reflect this. I have done this and the change is attached. Could Cygwin and Mingw users please do a build and see how you get on. Hi Robert I don't currently have a MingW or Cygwin environment setup but .. Looking at cmake-2.4.6\Modules\Platform\CYGWIN.cmake SET(CMAKE_SHARED_LIBRARY_PREFIX cyg) SET(CMAKE_SHARED_LIBRARY_SUFFIX .dll) SET(CMAKE_SHARED_MODULE_PREFIX lib) SET(CMAKE_SHARED_MODULE_SUFFIX .dll) SET(CMAKE_IMPORT_LIBRARY_PREFIX lib) SET(CMAKE_IMPORT_LIBRARY_SUFFIX .dll.a) And Looking at at cmake-2.4.6\Modules\Platform\Windows-gcc.cmake MSYS SET(CMAKE_STATIC_LIBRARY_PREFIX lib) SET(CMAKE_STATIC_LIBRARY_SUFFIX .a) SET(CMAKE_SHARED_LIBRARY_PREFIX lib) # lib SET(CMAKE_SHARED_LIBRARY_SUFFIX .dll) # .so SET(CMAKE_SHARED_MODULE_PREFIX lib) # lib SET(CMAKE_SHARED_MODULE_SUFFIX .dll) # .so SET(CMAKE_IMPORT_LIBRARY_PREFIX lib) SET(CMAKE_IMPORT_LIBRARY_SUFFIX .dll.a) It appears as if Cmake is using the same conventions as our previous method Note it it the CMAKE_SHARED_LIBRARY_PREFIX that is in question Would still be good to have someone confirm this :-) Cheers Norman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tutorials
Paul Speed wrote: Robert Osfield wrote: On 8/27/07, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: P.S. It seems to me to not have received the original Robert message, It is not the first ime I got a reply to a message I' ve never received. has it occured to anyone else? Yes, me. No idea why, nor how to fix it, but I've seen it happen about 3 times in the last week... Mailman on the new dreamhost server doesn't seem to be as reliable as it should be. I am no mail, mailman or web admin expert so I can't say why exact these problems exist. Is it a dreamhost problem on delivery? Is is peoples on mail servers rejecting mail? Just a point of reference, the last time we moved mailing list servers there was quite a bit of fallout w.r.t the mail server being blacklisted so people wouldn't receive mail from it. The blacklisting can be a local issue or one centrally managed. I suspect this is an issue with false positives where spam filters and blacklisting is used as much as anything else. Robert. For what it's worth, I too have missed several e-mails from the list... some from you specifically. I know about them because I see the responses. I only mention it because a) I have basically no spam filtering at all, and b) I receive many other messages (from you specifically) just fine. Just adding evidence (or removing possible red herrings) for anyone trying to debug this issue. -Paul Interesting that I'm just now seeing this. I didn't realize how many messages I was actually missing until they started coming in over the last four days... several hundred and still coming it looks like. Kind of fun to relive a little history I guess though I did initially freak when the list traffic spiked. :) One of the oddest mailing list quirks I've seen in a while. No action required, just commiserating. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hello Adrian, I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. I agree, something like that would be great. If the goal is just to be able to take a raytraced screenshot, a kd-tree might be workable, but if we want to try and get some kind of realtime or quasi-realtime raytracing going, we'll need something we can rebuild faster than a kd-tree, or perhaps a kd-tree for anything tagged as STATIC and a BVH for anything tagged as DYNAMIC... I've done some raytracing with OSG but I don't have time to implement anything like that - my thesis is due as soon as possible :-) So I just used osgUtil::LineSegmentIntersector out of the box, and as you might guess the speed is not that great. In a simple scene I get only about 20k ray/triangle intersections per second. If there was real interest in something like this, I would be glad to help with the implementation, but as I see it, it will only be used in very few cases... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin/Ming plugin names
Robert Osfield schrieb: Hi Norman, I have just spotted in src/osgPlugins/CMakeLists.txt: IF(NOT MINGW) SET(CMAKE_SHARED_MODULE_PREFIX ) ENDIF(NOT MINGW) Which suggests that everything except Mingw has prefix. Personally I would have thought we could just have Mingw work with as well. Mingw and Cygwin users please speak up! Robert. Hi, if you would leave the lib out the plugins would be named the same for mingw and visual c++. This would make it necessary to change the path-variable each time you start an osg-program in case you want to use both mingw and visual c++. This is only the case for the plugins, as for the main modules in the mingw build the version-number is not attached (in contrary to visual). I have just done a mingw-build, but I don´t usually use it anymore. At the time when I was using both it was very good that they were not named the same. I would vote to keep the lib-prefix! Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hi Sébastien, as starting point we should think about only static scenes, not morphable objects. And for speed up line intersection tests we may can append a kd-tree or at least a spatial datastructure. i am sure that then your ray tracer would be faster than 20k. Event for motion model using intersection tests (terrain, model, ...) becomes faster, i had once a model with 100k triangles in the same geometry and the osg fps drops unter a usable limit. then i start looking for the issue and i believe now, that this was of the linear in time intersection test. after removing the intersection test, the frame was greate. the bootle neck was located. /adegli 2007/10/2, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Adrian, I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. I agree, something like that would be great. If the goal is just to be able to take a raytraced screenshot, a kd-tree might be workable, but if we want to try and get some kind of realtime or quasi-realtime raytracing going, we'll need something we can rebuild faster than a kd-tree, or perhaps a kd-tree for anything tagged as STATIC and a BVH for anything tagged as DYNAMIC... I've done some raytracing with OSG but I don't have time to implement anything like that - my thesis is due as soon as possible :-) So I just used osgUtil::LineSegmentIntersector out of the box, and as you might guess the speed is not that great. In a simple scene I get only about 20k ray/triangle intersections per second. If there was real interest in something like this, I would be glad to help with the implementation, but as I see it, it will only be used in very few cases... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Searcing for raytracer implementation based on OSG
Hello Adrian, as starting point we should think about only static scenes, not morphable objects. Yes, of course that would be a good start. Unfortunately I didn't have time to implement a kd-tree over OSG. We'll see what the future brings... Many thing will change once I hand in my thesis. :-) J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr?
Hi Andy, On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: Building with CMake. osgversion worked for me not that long ago. I've built a lot as I've tried different versions, gotten everything working on all our platforms, etc. Could this have been pre 2.x and CMake? Hmmm, I wonder whether any of our settings changed that might affect this. Check how CMake is building osgversion it could be that there is an Cmake/OSG option for making osgversion as a pure console app. I'm not 100% familiar with this side. At the worst I could skip using osgversion. I use it both as a test and to generate the version numbers, since some of our makefiles require them for file and directory names. It'd be nice to fix this, but I don't see it as an issue to hold back 2.2 for. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GUI Events and Available Tutorial
There is source code for OSG2 versions of Tutorials 2 to 13 on the NPS website. -Original Message- From: David Callu [mailto:[EMAIL PROTECTED] Sent: 02 October 2007 07:29 To: OpenSceneGraph Users Subject: Re: [osg-users] GUI Events and Available Tutorial *** WARNING *** This mail has originated outside your organization, either from an external partner or the Global Internet. Keep this in mind if you answer this message. Hi Renan Have you take a look to OSG example? osgkeyboard and osgcamera could interest you. After this, you can also take a look to the source code ... ;-) The best source of information. David 2007/10/2, Renan Mendes [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] : Hello, everyone. Newbie speaking again. I've got the new version of OSG (2.0), but I've had access only to the old version's tutorial, found in http://www.nps.navy.mil/cs/sullivan/osgtutorials/ http://www.nps.navy.mil/cs/sullivan/osgtutorials/ . As I went through the Keyboard Handler Class and tried to implement some of the code available, I found out that some of the methods mentioned in the tutorial do not belong to a certain class they used to (others I couldn't even find in the reference guide anymore). So, my question is: where can I read more on GUI Events, Keyboard Handler and Mouse Selection in an up to date version of OSG. (I have the OSG Quick Start Guide and it's been helping me, but I just wanted some more sources to refer to when I don't understand the book entirely). Thanks again, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This email and any attachments are confidential to the intended recipient and may also be privileged. If you are not the intended recipient please delete it from your system and notify the sender. You should not copy it or use it for any purpose nor disclose or distribute its contents to any other person. MBDA UK Limited, a company registered in England and Wales, registration number 3144919 whose registered office is at Six Hills Way, Stevenage, Hertfordshire, SG1 2DA, England. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
No, it was definitely not pre 2.x. I'd say within the last month. (The longest time ago would have been 2.1.5, but I probably built it more recently.) But no matter where/when it came in, maybe we can do something about it. Here's a bit more from our Mac guy: I set a breakpoint in INIT_Processes before running osgversion, and the stack trace gives me this: #0 0x917dc8af in INIT_Processes () #1 0x9180cfee in ProcessManagerLazyInitialization () #2 0x9180d0d7 in TransformProcessType () #3 0x00695535 in osgViewer::OSXCarbonWindowingSystemInterface::OSXCarbonWindowingSystemIn terface () #4 0x00695684 in RegisterWindowingSystemInterfaceProxy::RegisterWindowingSystemInterfaceP roxy () #5 0x00697d9a in __static_initialization_and_destruction_0 () #6 0x8fe0fcb2 in __dyld__ZN16ImageLoaderMachO16doInitializationERKN11ImageLoader11LinkCon textE () #7 0x8fe0a1c6 in __dyld__ZN11ImageLoader23recursiveInitializationERKNS_11LinkContextE () #8 0x8fe0a164 in __dyld__ZN11ImageLoader23recursiveInitializationERKNS_11LinkContextE () #9 0x8fe0c646 in __dyld__ZN11ImageLoader15runInitializersERKNS_11LinkContextE () #10 0x8fe03070 in __dyld__ZN4dyld24initializeMainExecutableEv () #11 0x4c92 in _start () #12 0x4bfd in start () So, during static initialization, osgversion is registering the OSG windowing system interface proxy, whose interface is Carbon-based on Mac. That code assumes that it is run as a console (UI) application. It would be probably best for osgversion to defer this initialization or avoid it entirely. On the other hand, if the folks using openscenegraph want a 64-bit version (WE DO!), they're going to need to replace these Carbon calls with Cocoa calls anyway, and that would change when the CGContext session is initialized, possibly avoiding the problem entirely. Where would static initialization be bringing in osgViewer::OSXCarbonWindowingSystemInterface, when all we're doing is getting version numbers? andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 11:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr? Hi Andy, On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: Building with CMake. osgversion worked for me not that long ago. I've built a lot as I've tried different versions, gotten everything working on all our platforms, etc. Could this have been pre 2.x and CMake? Hmmm, I wonder whether any of our settings changed that might affect this. Check how CMake is building osgversion it could be that there is an Cmake/OSG option for making osgversion as a pure console app. I'm not 100% familiar with this side. At the worst I could skip using osgversion. I use it both as a test and to generate the version numbers, since some of our makefiles require them for file and directory names. It'd be nice to fix this, but I don't see it as an issue to hold back 2.2 for. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] window border
hi! this is my code: osg::ref_ptrosg::viewer v=new osg::viewer(); v.setUpViewInWindow(515,0,512,512,0); viewer.frame(); the window that wil be created has the borders, is it possible to create a window without borders? thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] window border
HI Caludio, If you want fine grained control over window set up you'll need to specify the window traits yourself. See the osgwindow example. Robert. On 10/2/07, Claudio Arduino [EMAIL PROTECTED] wrote: hi! this is my code: osg::ref_ptrosg::viewer v=new osg::viewer(); v.setUpViewInWindow(515,0,512,512,0); viewer.frame(); the window that wil be created has the borders, is it possible to create a window without borders? thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] window border
you mean to say borders which come by default in the desktop enviornment you are working in ??? On 10/2/07, Claudio Arduino [EMAIL PROTECTED] wrote: hi! this is my code: osg::ref_ptrosg::viewer v=new osg::viewer(); v.setUpViewInWindow(515,0,512,512,0); viewer.frame(); the window that wil be created has the borders, is it possible to create a window without borders? thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
Andy Skinner schrieb: Where would static initialization be bringing in osgViewer::OSXCarbonWindowingSystemInterface, when all we're doing is getting version numbers? just remove osgViewer from the linking-step. There's no need for it. If a user is logged in at the remote mac then you don't see this error. Regarding OSX 64bit: without Leopard I can't start porting the carbon-implementation to 64bit. And to my knowledge not all carbon-stuff gets eliminated, only the gui-stuff (and only for 64bit). There's a chance that AGL (the carbon interface to OpenGL) will stay alive, also the event-handling, because Cocoa uses Carbon events internally, IMHO. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
HI Andy, My guess is that osgversion is by default linking to osgViewer which isn't required. W.r.t 64bit OSX, we'll have to cross this bridge when we get to - and members of the OSX OSG community will have to cross it. Frankly I think Apple are serious for playing stunts like dropping C API support, its not a technical issue, just playing vendor lock-in card. It just causes pain for developers trying to target the platform, I just don't get how Apple can get away with such abuse. Robert. On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: No, it was definitely not pre 2.x. I'd say within the last month. (The longest time ago would have been 2.1.5, but I probably built it more recently.) But no matter where/when it came in, maybe we can do something about it. Here's a bit more from our Mac guy: I set a breakpoint in INIT_Processes before running osgversion, and the stack trace gives me this: #0 0x917dc8af in INIT_Processes () #1 0x9180cfee in ProcessManagerLazyInitialization () #2 0x9180d0d7 in TransformProcessType () #3 0x00695535 in osgViewer::OSXCarbonWindowingSystemInterface::OSXCarbonWindowingSystemIn terface () #4 0x00695684 in RegisterWindowingSystemInterfaceProxy::RegisterWindowingSystemInterfaceP roxy () #5 0x00697d9a in __static_initialization_and_destruction_0 () #6 0x8fe0fcb2 in __dyld__ZN16ImageLoaderMachO16doInitializationERKN11ImageLoader11LinkCon textE () #7 0x8fe0a1c6 in __dyld__ZN11ImageLoader23recursiveInitializationERKNS_11LinkContextE () #8 0x8fe0a164 in __dyld__ZN11ImageLoader23recursiveInitializationERKNS_11LinkContextE () #9 0x8fe0c646 in __dyld__ZN11ImageLoader15runInitializersERKNS_11LinkContextE () #10 0x8fe03070 in __dyld__ZN4dyld24initializeMainExecutableEv () #11 0x4c92 in _start () #12 0x4bfd in start () So, during static initialization, osgversion is registering the OSG windowing system interface proxy, whose interface is Carbon-based on Mac. That code assumes that it is run as a console (UI) application. It would be probably best for osgversion to defer this initialization or avoid it entirely. On the other hand, if the folks using openscenegraph want a 64-bit version (WE DO!), they're going to need to replace these Carbon calls with Cocoa calls anyway, and that would change when the CGContext session is initialized, possibly avoiding the problem entirely. Where would static initialization be bringing in osgViewer::OSXCarbonWindowingSystemInterface, when all we're doing is getting version numbers? andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 11:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr? Hi Andy, On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: Building with CMake. osgversion worked for me not that long ago. I've built a lot as I've tried different versions, gotten everything working on all our platforms, etc. Could this have been pre 2.x and CMake? Hmmm, I wonder whether any of our settings changed that might affect this. Check how CMake is building osgversion it could be that there is an Cmake/OSG option for making osgversion as a pure console app. I'm not 100% familiar with this side. At the worst I could skip using osgversion. I use it both as a test and to generate the version numbers, since some of our makefiles require them for file and directory names. It'd be nice to fix this, but I don't see it as an issue to hold back 2.2 for. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] stateSet texture attribute override
Hi all, I'm after overriding some texture attributes in a hierarchy, following the osgmultitexture example, from within a MyTextureSwitcher node derived from osg::Group. I basically want to load a new texture on layer 1 and try to mix/blend it with the other existing texture on the underlying geometries. The hierarchy I have is the following: MyTextureSwitcher | MatrixTransform | MatrixTransform | Geode |-- geom1 |-- geom2 Now if I try to set the values on the MyTextureSwitcher StateSet, nothing happen (the new texture file is not even loaded). If I change the same attributes on the MatrixTrasform instead, everything works nicely. The attributes I'm adding to override the other are as well highlighted in the attached image (thanks orhialcon). Of course, I'd like to do everything in the MyTextureSwitcher stateset, as this is a node that I can add or remove to obtain different effects. My code is: MyTextureSwitcher::Setup() { [...] osg::StateSet* pSS = getChild(0)-getOrCreateStateSet(); // working case //osg::StateSet* pSS = getOrCreateStateSet(); // NOT working pSS-setTextureAttributeAndModes(1, mSwitchTex.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::TexEnv* texenv = new osg::TexEnv; texenv-setMode(osg::TexEnv::BLEND); texenv-setColor(osg::Vec4(0.3f,0.3f,0.3f,0.3f)); pSS-setTextureAttributeAndModes(1,texenv, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } Any clue why the second case is not working? Thank you, Ricky inline: comparison.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr?
Your change built for me on Solaris, with Sun compiler. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 11:04 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr? More platform feedback please, still not heard back from OSX XCode build, Solaris, HP-UX, AIX. Cygwin,Mingw and IRIX. I'l leave it a couple more hours then if no dissenting voices are heard check in this change. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stateSet texture attribute override
I thouth the keywords OVERRIDE should be use when you want to override the Attribute. So i would do something like that: Switcher: StateSet - tex0 - tex1 Geode geom1 stateset - tex0 override stateset - tex1 override geom2 stateset - tex0 override stateset - tex1 override In this sceme geom 1 et 2 will use for tex0 and tex1 from the switcher you can read the code here in include/osg/State in the function State::pushAttributeList It does not anwser directly to you questions but i hope it will help. Cedric Riccardo Corsi wrote: Hi all, I'm after overriding some texture attributes in a hierarchy, following the osgmultitexture example, from within a MyTextureSwitcher node derived from osg::Group. I basically want to load a new texture on layer 1 and try to mix/blend it with the other existing texture on the underlying geometries. The hierarchy I have is the following: MyTextureSwitcher | MatrixTransform | MatrixTransform | Geode |-- geom1 |-- geom2 Now if I try to set the values on the MyTextureSwitcher StateSet, nothing happen (the new texture file is not even loaded). If I change the same attributes on the MatrixTrasform instead, everything works nicely. The attributes I'm adding to override the other are as well highlighted in the attached image (thanks orhialcon). Of course, I'd like to do everything in the MyTextureSwitcher stateset, as this is a node that I can add or remove to obtain different effects. My code is: MyTextureSwitcher::Setup() { [...] osg::StateSet* pSS = getChild(0)-getOrCreateStateSet(); // working case //osg::StateSet* pSS = getOrCreateStateSet(); // NOT working pSS-setTextureAttributeAndModes(1, mSwitchTex.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::TexEnv* texenv = new osg::TexEnv; texenv-setMode(osg::TexEnv::BLEND); texenv-setColor(osg::Vec4(0.3f,0.3f,0.3f,0.3f)); pSS-setTextureAttributeAndModes(1,texenv, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } Any clue why the second case is not working? Thank you, Ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TexMat and Multitexturing
Right, I didn't see the TexMat could be specified texture unit by texture unit, through Osg.StateSet.setTextureAttributeAndModes(). Until now, I did : geode.getOrCreateStateSet().setAttributeAndModes(currentTexMatrix, (uint)Osg.StateAttribute.Values.ON); but geode.getOrCreateStateSet().setTextureAttributeAndModes(0, currentTexMatrix, (uint)Osg.StateAttribute.Values.ON); geode.getOrCreateStateSet().setTextureAttributeAndModes(1, currentTexMatrix, (uint)Osg.StateAttribute.Values.ON); is also valid, and allow to specify things for each texture channel. So please forget my question ! :} Thanks. - Original Message - From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Friday, August 24, 2007 09:49:34 Subject: TexMat and Multitexturing Hi Christophe, I am not aware of any bugs with setting TexMat on multiple textures. Are you setting the tex mat on each texture unit separately? Robert.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
I don't mind trying to find that. In applications/CMakeLists.txt there is a list of common libraries that includes osgViewer. SET(TARGET_COMMON_LIBRARIES OpenThreads osg osgDB osgUtil osgGA osgViewer osgText ) Is there a way to get osgViewer in for the apps that need it? There aren't that many apps. I know you said this isn't something we need to hold 2.2 for, but if this turned out to be small enough to get in, I'd appreciate it. I'm not really welcome to update OSG too frequently here, and I'm hoping 2.2 will be what we want. I can try things, but I need some initial guidance. thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 12:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? My guess is that osgversion is by default linking to osgViewer which isn't required. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for feedback : OSX Xcode build
Hi Mark, Thanks for the feedback. The #includemalloc.h has now been removed from checked into SVN. So far this changes seems to have fixed the build. Robert. On 10/2/07, Mark Lucas [EMAIL PROTECTED] wrote: Just downloaded osg 2.1.13 and tried the build under Xcode (OSX 10.4.10 - Xcode 2.4) AllStandard targets, Development build went fine until target osgdb_hdr where it failed to find a system malloc.h /Users/Shared/Development/OpenSceneGraph-2.1.13/Xcode/OpenSceneGraph/../../src/osgPlugins/hdr/hdrwriter.cpp:34:20: error: malloc.h: No such file or directory Mark More platform feedback please, still not heard back from OSX XCode build, Solaris, HP-UX, AIX. Cygwin,Mingw and IRIX. I'l leave it a couple more hours then if no dissenting voices are heard check in this change. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
Hi Andy, Could you try setting the TARGET_COMMON_LIBRARIES locally in the osgversion/CMakeList.txt and just put in OpenThreads and core osg and see how you get on. Robert. On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: I don't mind trying to find that. In applications/CMakeLists.txt there is a list of common libraries that includes osgViewer. SET(TARGET_COMMON_LIBRARIES OpenThreads osg osgDB osgUtil osgGA osgViewer osgText ) Is there a way to get osgViewer in for the apps that need it? There aren't that many apps. I know you said this isn't something we need to hold 2.2 for, but if this turned out to be small enough to get in, I'd appreciate it. I'm not really welcome to update OSG too frequently here, and I'm hoping 2.2 will be what we want. I can try things, but I need some initial guidance. thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 12:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? My guess is that osgversion is by default linking to osgViewer which isn't required. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stateSet texture attribute override
Hi Cedric, I believe the override keyword works in the other way: when you use it, you override the attributes of objects that are below in the graph hierarchy, for instance in the following scheme: Switcher: StateSet - tex0 - tex1 override Geode geom1 stateset - tex0 stateset - tex1 geom2 stateset - tex0 stateset - tex1 the tex1 from the Switcher StateSet will be used instead of the one specified in the geoms. That's exactly what happens in my application when I do the override in the MatrixTransform. Unfortunately, it does not work when I apply the same to the Switcher stateset, don't know why... Cheers, Ricky Cedric Pinson wrote: I thouth the keywords OVERRIDE should be use when you want to override the Attribute. So i would do something like that: Switcher: StateSet - tex0 - tex1 Geode geom1 stateset - tex0 override stateset - tex1 override geom2 stateset - tex0 override stateset - tex1 override In this sceme geom 1 et 2 will use for tex0 and tex1 from the switcher you can read the code here in include/osg/State in the function State::pushAttributeList It does not anwser directly to you questions but i hope it will help. Cedric Riccardo Corsi wrote: Hi all, I'm after overriding some texture attributes in a hierarchy, following the osgmultitexture example, from within a MyTextureSwitcher node derived from osg::Group. I basically want to load a new texture on layer 1 and try to mix/blend it with the other existing texture on the underlying geometries. The hierarchy I have is the following: MyTextureSwitcher | MatrixTransform | MatrixTransform | Geode |-- geom1 |-- geom2 Now if I try to set the values on the MyTextureSwitcher StateSet, nothing happen (the new texture file is not even loaded). If I change the same attributes on the MatrixTrasform instead, everything works nicely. The attributes I'm adding to override the other are as well highlighted in the attached image (thanks orhialcon). Of course, I'd like to do everything in the MyTextureSwitcher stateset, as this is a node that I can add or remove to obtain different effects. My code is: MyTextureSwitcher::Setup() { [...] osg::StateSet* pSS = getChild(0)-getOrCreateStateSet(); // working case //osg::StateSet* pSS = getOrCreateStateSet(); // NOT working pSS-setTextureAttributeAndModes(1, mSwitchTex.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::TexEnv* texenv = new osg::TexEnv; texenv-setMode(osg::TexEnv::BLEND); texenv-setColor(osg::Vec4(0.3f,0.3f,0.3f,0.3f)); pSS-setTextureAttributeAndModes(1,texenv, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } Any clue why the second case is not working? Thank you, Ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
Sure. Just now I took -losgViewer out of the generated makefile, and I was able to run osgversion. So I'll give your suggestion a try. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 1:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? Hi Andy, Could you try setting the TARGET_COMMON_LIBRARIES locally in the osgversion/CMakeList.txt and just put in OpenThreads and core osg and see how you get on. Robert. On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: I don't mind trying to find that. In applications/CMakeLists.txt there is a list of common libraries that includes osgViewer. SET(TARGET_COMMON_LIBRARIES OpenThreads osg osgDB osgUtil osgGA osgViewer osgText ) Is there a way to get osgViewer in for the apps that need it? There aren't that many apps. I know you said this isn't something we need to hold 2.2 for, but if this turned out to be small enough to get in, I'd appreciate it. I'm not really welcome to update OSG too frequently here, and I'm hoping 2.2 will be what we want. I can try things, but I need some initial guidance. thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 12:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? My guess is that osgversion is by default linking to osgViewer which isn't required. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?
I made that change and built, and I could run osgversion fine on Mac. I've attached it here, but have not yet run it through all my other platforms. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner Sent: Tuesday, October 02, 2007 1:42 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? Sure. Just now I took -losgViewer out of the generated makefile, and I was able to run osgversion. So I'll give your suggestion a try. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 1:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? Hi Andy, Could you try setting the TARGET_COMMON_LIBRARIES locally in the osgversion/CMakeList.txt and just put in OpenThreads and core osg and see how you get on. Robert. On 10/2/07, Andy Skinner [EMAIL PROTECTED] wrote: I don't mind trying to find that. In applications/CMakeLists.txt there is a list of common libraries that includes osgViewer. SET(TARGET_COMMON_LIBRARIES OpenThreads osg osgDB osgUtil osgGA osgViewer osgText ) Is there a way to get osgViewer in for the apps that need it? There aren't that many apps. I know you said this isn't something we need to hold 2.2 for, but if this turned out to be small enough to get in, I'd appreciate it. I'm not really welcome to update OSG too frequently here, and I'm hoping 2.2 will be what we want. I can try things, but I need some initial guidance. thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 12:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] running osgversion on Mac, not on console,was RE: Call for feedback : glu.h does itcontain_GLUfuncptr? My guess is that osgversion is by default linking to osgViewer which isn't required. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g SET(TARGET_SRC osgversion.cpp ) SET(TARGET_COMMON_LIBRARIES OpenThreads osg ) SETUP_COMMANDLINE_APPLICATION(osgversion) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Subversion Installation Step-Step manual
hi we got yesterday night an really bad attack on our svn server. it's runs under linux, and i am not a linux expert. so i would like to run svn in an appache, and only if i work with it, the svn server should be executed. is there out an expert who can help me with an step by step manual. i used just the svnserve and may i did a huge misstake open the firewall :-( many thanks /adegli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball and view question
Hello, I am still stuck on this problem... :( Here is some concrete code so that maybe someone can help me figure it out and for those who understand code better than english :) First we are given a camera position (in world coordinate system) and an orientation. The orientation is the yaw / pitch / roll to transform the vector (0,0,1) to the desired camera view direction. osg::Vec3 camTrans(0.1443978698344, 0.0204530392050 , 0.0124436690688 ); osg::Vec3 camRot(5.4461109291 , -4.7768289550 , 90.9259008041 ); To set the view in the viewer I do: /* setView() method Set view in viewer given camera translation and rotation. */ osg::Vec4 vsCtr(0.0, 0.0, 1.0, 1.0); osg::Vec4 vsUp(0.0, 1.0, 0.0, 0.0); osg::Vec4 vsEye(0.0, 0.0, 0.0, 1.0); osg::Vec4 newCtr, newUp, newEye; osg::Matrix rotX, rotY, rotZ, transXYZ; rotX.makeRotate(Deg2Rad(camRot.x()), osg::Vec3(1,0,0)); rotY.makeRotate(Deg2Rad(camRot.y()), osg::Vec3(0,1,0)); rotZ.makeRotate(Deg2Rad(camRot.z()), osg::Vec3(0,0,1)); transXYZ.makeTranslate(camTrans); newCtr = vsCtr * rotZ * rotY * rotX * transXYZ; newEye = vsEye * rotZ * rotY * rotX * transXYZ; newUp = vsUp * rotZ * rotY * rotX * transXYZ; osg::Vec3 v3Eye(newEye.x(), newEye.y(), newEye.z()); osg::Vec3 v3Ctr(newCtr.x(), newCtr.y(), newCtr.z()); osg::Vec3 v3Up(newUp.x(), newUp.y(), newUp.z()); pMainCam-setViewMatrixAsLookAt(v3Eye, v3Ctr, v3Up); This works well. Now I want to be able to have a function that gives the translation / orientation from the current view matrix: /* getView() method Find position and orientation parameters from view matrix */ osg::Matrix viewMat = pMainCam-getViewMatrix(); osg::Matrix invViewMat; invViewMat.invert(viewMat); osg::Vec3 translate = invViewMat.getTrans(); With this code I can recuperate the initial translation (0.1443978698344, 0.0204530392050, 0.0124436690688). Question 1: How can I recuperate the initial rotation ? (5.4461109291, -4.7768289550, 90.9259008041); Question 2: I'd like to add a trackball manipulator to my viewer. I want to then position the view manually similar to what I do in my setView() method. When I read back the translation, the value is very different from (0.1443978698344, 0.0204530392050, 0.0124436690688). How can I adapt my getView() to handle the trackball and give me the value that I want ? Any help / suggestion would be highly appreciated as I am struggling with this. best regards, bill -Original Message- From: [EMAIL PROTECTED] on behalf of J.P. Delport Sent: Fri 9/28/2007 2:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Trackball and view question Hi, I am attaching an old email below that I think addressed some of the same issues you are having. Also attached is a code snippet of a modified manipulator base class I use. regards jp Code: ---8-- /** get by distance, rotation, center. */ virtual void getDRC(double distance, osg::Quat rotation, osg::Vec3d center) { distance = _distance; rotation = _rotation; center = _center; } /** set by distance, rotation, center. This keeps the focus point correct. */ virtual void setByDRC(double distance, osg::Quat rotation, osg::Vec3d center) { _distance = distance; _rotation = rotation; _center = center; _thrown = false; flushMouseEventStack(); } Old email: ---8-- Hi Morne, I've done something like this, though not exactly the same. One gotcha I found was that getting the matrix from the Trackball was not enough to reset it later. Internally the trackball works with a distance, rotation and center, (thats a scalar, quat and vec3) and all this info is not encoded in the final matrix used for drawing. I added getDRC and setByDRC to the cameras I have. You can prob find the code for these in the list archives. If you don't, let me know. regards jp ps. are you in South Africa by any chance? Morné Pistorius wrote: Hi, I have a scene with various models loaded. I want to be able to double click on a model and have the camera move and position itself in front of the model, and afterwards return to the default trackball manipulator. I looked at the osgcamera and osganimation examples and I'm trying to come up with a way of doing this. These are my thoughts: 1. Somehow get the current camera position and attitude from the trackball manipulator. 2. Compute an animation path from this point to a point in front of the model. 3. Replace the trackball manipulator with an AnimationPathManipulator and set the animation 4. Once it is done, replace it with with the original trackball manipulator and set its home position to the current camera position. Does this sound like the right way to go forward? I would appreciate any feedback on this, pointers or gothcas from people with more experience than I have. Also,
Re: [osg-users] Searcing for raytracer implementation based on OSG
I'm not aware of any open source interactive ray tracers that vivaciously support third-party scene graphs like OSG. OpenRT (not open source) has been demoed at the Mercury booth @ siggraph running off a scene graph (possibly OpenInventor (?)). Razor (not open source) is an IRT system from UT Austin which is tightly integrated with its own scene graph (supports collada). We've had some traffic on the Manta (open source) mailing list about scene graph integration. The projects were all outside of Utah so I'm not sure if they targeted a standard tool like OSG. Abe On Oct 2, 2007, at 4:26 AM, osg-users- [EMAIL PROTECTED] wrote: Message: 24 Date: Tue, 2 Oct 2007 12:25:58 +0200 From: Tobias M?nch [EMAIL PROTECTED] Subject: Re: [osg-users] Searcing for raytracer implementation based on OSG To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hello Adrian If I get you right, you think that the OSG data representation is not optimized for use within a raytracer application. So it will be possible to code a raytracer with OSG but results won't be very efficient and powerful? regards, Tobias On 10/2/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi Tobias, Greate would be to get a RayTracer attached to the OSG scene. With option to trace or not. Normally OSG won't trace, but if we like to get high quality screens, we can just turn on the tracing. But i was thinking about this still more then once. What we should get or what i like to integrate as soon as i have some hours to analyse the osg core, we should store the triangles, trianglesfan, ... (GL geometries) in a accelerated spatial data structure, best kd-Tree like data organisation. Even the intersection test could be boosted, also futures animations, collision checks and so on, boosting of depth sorting for transparency pre triangles should become possible. Also haptic-rendering could be an option for future application. This integration would be an essential topic. I am not yet sure how we should change the osg internal data structure, at the moment we store vertices in simple arrays. I feel like to remap them into an kd-tree. then the whole scenegraph is organised in a spatial data structure. and the once we have a fast internal data representation, we may are really close to render the scene no longer as face rendering also ray casted, ray traced parts would be an futur options. what would be really greate. May we will get small parts raytraced, others not. what are others thinking about this topic. /Adegli 2007/10/2, Tobias M?nch [EMAIL PROTECTED]: Hello to all OSG developers. Does anybody has developed a raytracer based on OSG or OpenGL which is free to use on other applications? It is important for me that no changes are necessary to the OSG-framework like the raytracer of Amit Ben- David, who modified the osg:Vec3f class. I need it for my thesis and unfortunately I have not enough time to code one by my own. best regards, Tobias p.s.: The source of Ben-Davids raytracer: http:// www.cs.technion.ac.il/~cs234326/projects/GLSLRayTracer/main.htm http://www.cs.technion.ac.il/%7Ecs234326/projects/GLSLRayTracer/ main.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users- openscenegraph.org/attachments/20071002/599a86e8/attachment.html -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org End of osg-users Digest, Vol 4, Issue 4 *** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GL compile context problems
Hi Glenn, I have only personally testing compile contexts under Linux and haven't seen any error like your describe. I've just done check against a paged database using --cc with osgviewer and things are working as they should. Problems you are seeing code by a threading bug in the implementation that the linux build isn't sensitive too, or it could be a bug in the pixel buffer implementation, or it could simply be a bug in the OpenGL driver. Which? I can't say, I'm afraid this is something windows developers will have to debug. Robert. On 10/2/07, Glenn Waldron [EMAIL PROTECTED] wrote: Hi, I'm eager to try out the GL compile context (--cc), but I'm getting odd results. If I run: osgviewerd --cc out.ive Sometimes I get this error, after which the globe displays with no textures: PixelBufferWin32::makeCurrentImplementation(), failed Sometimes I get this error: Warning:: Mipmapped osg::Image not a power of two, cannot apply to texture. Received a request to compress an image, but image size is not a multiple of four (-842150451x-842150451). Reverting to uncompressed. And sometimes it works and the globe appears OK. Note that results are the same with the --SingleThreaded option. This is under OSG SVN (10/2), Win XP, NVIDIA 7800GT, Athlon X2. I have the same error on another machine, an Intel dual core laptop running XP with a 7950GTX. Any ideas of what to look for? -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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GUI Events and Available Tutorial
Thanks a lot, Gareth. Really needed it. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin/Ming plugin names
I have pondered on the issue of plugin prefixes for Cygwin and Mingw and have decided to leave prefixes in place to allow for mixing of Cygwin, Mingw and VS builds on one machine without problems. What I have done is to make things a bit explict about the platform and have defined new prefixes: Cyginw now has a cygwin_ prefix for plugins and wrappers Mingw now has a mingw_ prefix for plugins and wrappers This is now defined in the OpenSceneGraph/CMakeLists.txt thus: SET(OSG_PLUGIN_PREFIX ) IF (CYGWIN) SET(OSG_PLUGIN_PREFIX cygwin_) ENDIF(CYGWIN) IF(MINGW) SET(OSG_PLUGIN_PREFIX mingw_) ENDIF(MINGW) I have also update the Registry.cpp to honour this, and have update the osgintrospection example to do so as well. I have cobbled some tests under Linux together to show that OSG_PLUGIN_PREFIX is working, but I haven't got a Cygwin or Mingw system available to test out for real, for this I need members of the community to pitch in. All these changes are now checked into SVN so please test and let me know how you get on. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Please test SVN version of OpenSceneGraph
Hi All, I have checked in a number of potentially breaking changes today. Almost all made to try and fix things that were previous broken, so fingers crossed we'll be a couple steps further ahead then we were for 2.1.13, but only testing will tell how successful this has been. Key changes are: include/osg/GLU now has a new setting of the tesselator callback CMake support for Qt3/Qt4 should now be improved. CMake support for plugins under Mingw + Cygwin should now be improved. Fix/feature enhancement to ShadowMap Viewer/CompositeViewer refectoring has been completed, now both share all their threading and rendering support with each other via the new ViewerBase class from which they both inherit. This means CompositeViewer now supports all the threading models that Viewer does. The code is based on the original Viewer code so hopefully it will be sound. Now all of the above could throw a spanner in the works for the various platforms. I have tried to be careful with these merging these changes, but there is always a chance of some things going astray. Things work for me under Linux, but as ever I need feedback on: Windows - VS Windows - Mingw Windows - Cygwin Linux - various OSX - Cmake OSX - XCode FreeBSD HP-UX AIX Solaris IRIX. Please test tonight. All going well tomorrow morning I'll tagg 2.1.14. Thanks for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 4, Issue 3
I've had mixed results with the blender osgexport plugin, it doesn't appear to export animation constraints (i.e. copy rotation from). It also seems to forget local coordinate systems occasionally. More importantly I don't think it is being maintained any more. If something like collada is being maintained, and is a standard supported by many tools it would be a better choice for me. Robert: What should we expect from the collada import (or from other paths into OSG)? Obviously we'd need to investigate collada export from a modeling tool separately. Thanks very much-- Abe On Oct 1, 2007, at 2:42 PM, osg-users- [EMAIL PROTECTED] wrote: Message: 1 Date: Mon, 1 Oct 2007 14:49:58 -0500 From: Gerrick Bivins [EMAIL PROTECTED] Subject: Re: [osg-users] collada animation? To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hi Abe and Robert, I asked this question earlier but somehow it got off topic to discussing osgCAL. With the osg exporter from blender ( http://projects.blender.org/projects/osgexport/) we were able to do simple animations(the kind you are describing I think) directly. For our testing, we exported a spinning cube that also took a helix type path through the scene and it came through in osg without any problems. My question though, as sounds like is yours, was if I used the collada exporter, would this same type of simple animation example come through? This would be much better since our in-house modeler use packages like maya and 3ds. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Subversion Installation Step-Step manual
Hi Radu, -- Forwarded message -- From: Mihai Radu [EMAIL PROTECTED] Date: 02.10.2007 21:30 Subject: Re: [osg-users] Subversion Installation Step-Step manual To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Hi Adrian, The best way to run it is under apache and mod_dav. What kind of user security are looking to implement ? Basic Auth or something more involved ? = I would like just a login, because i must not present the source as open source. then i like to access with tigris.subversion client (Explorer) and also from mac os/x with a common client. I set-up an environment at work that used apache+mod_dav to serve an svn repository, and I can look again for the how-to's that I found useful. = that would be greate Cheers Mihai Adrian Egli wrote: hi we got yesterday night an really bad attack on our svn server. it's runs under linux, and i am not a linux expert. so i would like to run svn in an appache, and only if i work with it, the svn server should be executed. is there out an expert who can help me with an step by step manual. i used just the svnserve and may i did a huge misstake open the firewall :-( many thanks /adegli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
On FreeBSD 6.2-STABLE, the latest SVN version of OSG compiles w/o error and osgviewer cow.osg runs. No time for more in depth testing at this time. -john -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 5:30 PM To: OpenSceneGraph Users Subject: [osg-users] Please test SVN version of OpenSceneGraph Hi All, I have checked in a number of potentially breaking changes today. Almost all made to try and fix things that were previous broken, so fingers crossed we'll be a couple steps further ahead then we were for 2.1.13, but only testing will tell how successful this has been. Key changes are: include/osg/GLU now has a new setting of the tesselator callback CMake support for Qt3/Qt4 should now be improved. CMake support for plugins under Mingw + Cygwin should now be improved. Fix/feature enhancement to ShadowMap Viewer/CompositeViewer refectoring has been completed, now both share all their threading and rendering support with each other via the new ViewerBase class from which they both inherit. This means CompositeViewer now supports all the threading models that Viewer does. The code is based on the original Viewer code so hopefully it will be sound. Now all of the above could throw a spanner in the works for the various platforms. I have tried to be careful with these merging these changes, but there is always a chance of some things going astray. Things work for me under Linux, but as ever I need feedback on: Windows - VS Windows - Mingw Windows - Cygwin Linux - various OSX - Cmake OSX - XCode FreeBSD HP-UX AIX Solaris IRIX. Please test tonight. All going well tomorrow morning I'll tagg 2.1.14. Thanks for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This communication, along with any attachments, is covered by federal and state law governing electronic communications and may contain company proprietary and legally privileged information. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution, use or copying of this message is strictly prohibited. If you have received this in error, please reply immediately to the sender and delete this message. Thank you. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
c:\dev\openscenegraphsvn\openscenegraph\src\osgviewer\viewerbase.cpp(555) : error C4716: 'osgViewer::ViewerBase::run' : must return a value i just added: return 0; int ViewerBase::run() { if (!isRealized()) { realize(); } #if 0 while (!done()) { frame(); } #else const char* str = getenv(OSG_RUN_FRAME_COUNT); if (str) { int runTillFrameNumber = atoi(str); while (!done() getViewerFrameStamp()-getFrameNumber()runTillFrameNumber) { frame(); } } else { while (!done()) { frame(); } } #endif return 0; //must return a value fix !! } then every thing works well, testes runexamples.bat ok (Visual Studio 2003 .NET) 2007/10/2, Shue, John [EMAIL PROTECTED]: On FreeBSD 6.2-STABLE, the latest SVN version of OSG compiles w/o error and osgviewer cow.osg runs. No time for more in depth testing at this time. -john -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, October 02, 2007 5:30 PM To: OpenSceneGraph Users Subject: [osg-users] Please test SVN version of OpenSceneGraph Hi All, I have checked in a number of potentially breaking changes today. Almost all made to try and fix things that were previous broken, so fingers crossed we'll be a couple steps further ahead then we were for 2.1.13, but only testing will tell how successful this has been. Key changes are: include/osg/GLU now has a new setting of the tesselator callback CMake support for Qt3/Qt4 should now be improved. CMake support for plugins under Mingw + Cygwin should now be improved. Fix/feature enhancement to ShadowMap Viewer/CompositeViewer refectoring has been completed, now both share all their threading and rendering support with each other via the new ViewerBase class from which they both inherit. This means CompositeViewer now supports all the threading models that Viewer does. The code is based on the original Viewer code so hopefully it will be sound. Now all of the above could throw a spanner in the works for the various platforms. I have tried to be careful with these merging these changes, but there is always a chance of some things going astray. Things work for me under Linux, but as ever I need feedback on: Windows - VS Windows - Mingw Windows - Cygwin Linux - various OSX - Cmake OSX - XCode FreeBSD HP-UX AIX Solaris IRIX. Please test tonight. All going well tomorrow morning I'll tagg 2.1.14. Thanks for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This communication, along with any attachments, is covered by federal and state law governing electronic communications and may contain company proprietary and legally privileged information. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution, use or copying of this message is strictly prohibited. If you have received this in error, please reply immediately to the sender and delete this message. Thank you. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Linking Error
At Building my first application with OSG i got fatal error LNK1104: cannot open file 'osgd.lib' . I have compiled OSG from source, put the include path, the lib path to the project (VS2005) and have added following Adiitional Dependencies: osgd.lib; osgViewerd.lib; osgDBd.lib; osgUtild.lib . What have i missed? thanks, andrej ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
Mac OSX Xcode svn checkout, built with Xcode Development, ran a few of the examples. Now building with Deployment configuration. Seems to be fine. Mark On Oct 2, 2007, at 5:29 PM, Robert Osfield wrote: Hi All, I have checked in a number of potentially breaking changes today. Almost all made to try and fix things that were previous broken, so fingers crossed we'll be a couple steps further ahead then we were for 2.1.13, but only testing will tell how successful this has been. Key changes are: include/osg/GLU now has a new setting of the tesselator callback CMake support for Qt3/Qt4 should now be improved. CMake support for plugins under Mingw + Cygwin should now be improved. Fix/feature enhancement to ShadowMap Viewer/CompositeViewer refectoring has been completed, now both share all their threading and rendering support with each other via the new ViewerBase class from which they both inherit. This means CompositeViewer now supports all the threading models that Viewer does. The code is based on the original Viewer code so hopefully it will be sound. Now all of the above could throw a spanner in the works for the various platforms. I have tried to be careful with these merging these changes, but there is always a chance of some things going astray. Things work for me under Linux, but as ever I need feedback on: Windows - VS Windows - Mingw Windows - Cygwin Linux - various OSX - Cmake OSX - XCode FreeBSD HP-UX AIX Solaris IRIX. Please test tonight. All going well tomorrow morning I'll tagg 2.1.14. Thanks for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ViewerBase.cpp
Compiling in Xp Vs 2005: error C4716: 'osgViewer::ViewerBase::run' : must return a value It looks like it expects an int for return value. I assume that it returns the same value the program will return when done(), so at line 553 add: return 0; It's surely a small oversight. Mihai Radu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to render depth texture
Hi Marcus, Looking again at the shader code you posted, it looks like you are rendering the texture coordinates generated by _texGen, not the actual contents of the shadow map, this may have something to do with the ground artifact that appears. It closely tracks the depth values, that's why you got results very close to what you were looking for. I'm trying to get debugHUD() working for ShadowMap, and I would appreciate any help. Cheers Mihai Marcus Fritzen wrote: Hi Mihai, i thought more or less about the same. After trying a little bit I ended up with the following shader, which does what I want. uniform sampler2D shadowMap; void main(void) { vec4 texCoord = gl_TexCoord[1].xyzw; float value = texCoord.z / texCoord.w; gl_FragColor = vec4( value, value, value, 1.0 ); } But there is a little artifact which I get on my ground and at the moment I am not sure why. When I have solved this problem I will tell you. Attached is an image of my scene. --marcus Mihai Radu wrote: Hi Marcus, If you use shaders, you can render the depth texture to a quad using texture access function in place of shadow2D(). The trouble is that the values are not suitable for rendering, if you looks through the archives, someone posted how to map the values to some useful gray scale ( all I remember of it is subtracting 128 from the color value from the texture op. ). I hope this will set you on the right path, and if you manage to do it, please post the solution. Cheers Mihai Marcus Fritzen wrote: Hello, is there an easy and fast way how I can render the depth values from the depth texture to screen so that the scene is in grayscale? If i do a shadow2D(...) in the shader, it is directly compared with the actual depth value or am I wrong? So I am unsure how I can reach the actual depth value stored in the depth texture. Thx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic_cast equivalent in osgDotNet
Hi Christophe, I think Christoffer is trying to do a downcast of OsgGA.GUIActionAdapter to Osg.Viewer, rather than the other way around. Downcasts are supported in osgDotNet, but only along the leftmost branch of the inheritance tree of the runtime type. This is a limitation of the single inheritance model of the CLR. osgGA::GUIActionAdapter is not on the leftmost branch of osgViewer::Viewer's inheritance tree, so that's the reason behind the error message. It's possible to add support to osgDotNet for upcasts along non-leftmost inheritance branches. But downcasting in the same situation is a much harder problem, and I don't know of a good solution for it at the moment. -Mike On Tue, Oct 02, 2007 at 01:50:27PM +0200, Christophe Medard wrote: That's just because what you do is strange : OsgGA.GUIActionAdapter isn' a child class of OsgViewer.Viewer. OsgViewer.View aa; OsgViewer.Viewer viewer = aa as OsgViewer.Viewer; as a valid example perfectly works. Not only does the 'as' cast your aa OsgViewer.View reference to an OsgViewer.Viewer reference, but it also test the validity of such a cast, making viewer as null is something goes wrong. Hope that helps. -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Christoffer Markusson [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Tuesday, October 02, 2007 1:24 PM Subject: Re: [osg-users] dynamic_cast equivalent in osgDotNet Hi Christophe, That gives error message Cannot convert type 'OsgGA.GUIActionAdapter' to 'OsgViewer.Viewer' via a built-in conversion. Doing a direct cast, viewer = (OsgViewer.Viewer)aa, also gives a error message when compiling in Visual Studio 2005. Christoffer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
Robert, Under Cygwin I thought we were looking good, ccmake was looking good but the compile errored at 54% as shown here. Were these being masked before by the CMAKE_CXX_FLAGS of -W -Wall that we added or why did these pop up now? [ 53%] Built target osgdb_normals Scanning dependencies of target osgdb_net [ 53%] Building CXX object src/osgPlugins/net/CMakeFiles/osgdb_net.dir/ReaderWri terNET.o [ 53%] Building CXX object src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet. o /usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:66:1: warning: socklen_ t redefined In file included from /usr/include/sys/socket.h:15, from /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.h:46 , from /usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.h:16, from /usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:36 : /usr/include/cygwin/socket.h:24:1: warning: this is the location of the previous definition [ 54%] Building CXX object src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockstrea m.o /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:143:1: warning: sockl en_t redefined In file included from /usr/include/sys/socket.h:15, from /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.h:46 , from /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: 63: /usr/include/cygwin/socket.h:24:1: warning: this is the location of the previous definition /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member function `i nt sockbuf::pgrp() const': /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:931: error: `SIOCGPGRP ' undeclared (first use this function) /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:931: error: (Each unde clared identifier is reported only once for each function it appears in.) /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member function `i nt sockbuf::pgrp(int) const': /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:941: error: `SIOCSPGRP ' undeclared (first use this function) /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member function `v oid sockbuf::closeonexec(bool) const': /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:952: error: `FIOCLEX' undeclared (first use this function) /usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:955: error: `FIONCLEX' undeclared (first use this function) make[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockstream.o] Error 1 make[1]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/all] Error 2 make: *** [all] Error 2 [EMAIL PROTECTED] /usr/develop/obj/osg $ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org