Re: [osg-users] GUI Events and Available Tutorial

2007-10-02 Thread David Callu
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

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Re: [osg-users] osgUtil::PolytopeIntersector finding the closest intersection

2007-10-02 Thread Peter Hrenka
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

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Re: [osg-users] DatabasePager and Producer::Viewer

2007-10-02 Thread Robert Osfield
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??






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Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?

2007-10-02 Thread Alberto Luaces
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
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Re: [osg-users] Compiling VRML 2.0 Plugin (Visual Studio 8)

2007-10-02 Thread Kim C Bale
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
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Re: [osg-users] Use of osgDotNet Wrappers

2007-10-02 Thread Christophe Medard
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
-- 
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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



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Re: [osg-users] GUI Events and Available Tutorial

2007-10-02 Thread Robert Osfield
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

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Re: [osg-users] osgDotNet and Windows Forms

2007-10-02 Thread Christoffer Markusson
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

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Re: [osg-users] Serialize mutex in DatabsePager

2007-10-02 Thread Robert Osfield
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

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[osg-users] debug libraries in windows

2007-10-02 Thread Andy Skinner
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

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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-10-02 Thread Paul Melis
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.

2007-10-02 Thread Chris Denham
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.
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Re: [osg-users] Cannot compile osgconv with vrml support

2007-10-02 Thread aredmer
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

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[osg-users] DatabasePager - Display list compilation

2007-10-02 Thread Lionel Lagarde
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.


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[osg-users] Textured buildings turn white

2007-10-02 Thread Robert Balfour
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]
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Re: [osg-users] OSG blocking on application exit.

2007-10-02 Thread Robert Osfield
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.
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[osg-users] osg NodeKit splashscreen

2007-10-02 Thread Cedric Pinson
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

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Re: [osg-users] DatabasePager - Display list compilation

2007-10-02 Thread Robert Osfield
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.


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[osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Tobias Münch
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
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Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?

2007-10-02 Thread Robert Osfield
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

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Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Adrian Egli
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

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Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?

2007-10-02 Thread Robert Osfield
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
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Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Tobias Münch
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
 
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[osg-users] Windows definition of OSG_SOCKET_LIBS

2007-10-02 Thread Robert Osfield
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

2007-10-02 Thread Adrian Egli
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
  
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[osg-users] Independent prerender step

2007-10-02 Thread Kallfass, Daniel, SDGE1
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


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Re: [osg-users] dynamic_cast equivalent in osgDotNet

2007-10-02 Thread Christoffer Markusson
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

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Re: [osg-users] Independent prerender step

2007-10-02 Thread David Spilling
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
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[osg-users] osgversion on Mac, not logged in to console

2007-10-02 Thread Andy Skinner
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

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Re: [osg-users] Cygwin/Ming plugin names

2007-10-02 Thread Norman Vine
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

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Re: [osg-users] Cygwin/Ming plugin names

2007-10-02 Thread Robert Osfield
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

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Re: [osg-users] Tutorials

2007-10-02 Thread Paul Speed


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
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Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Jean-Sébastien Guay
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/


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Re: [osg-users] Cygwin/Ming plugin names

2007-10-02 Thread Andreas Goebel
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

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Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Adrian Egli
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.


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-- 

Adrian Egli
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Re: [osg-users] Searcing for raytracer implementation based on OSG

2007-10-02 Thread Jean-Sébastien Guay
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/


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Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Robert Osfield
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.
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Re: [osg-users] GUI Events and Available Tutorial

2007-10-02 Thread Roberts, Gareth

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

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[osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Andy Skinner
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.
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[osg-users] window border

2007-10-02 Thread Claudio Arduino
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!
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Re: [osg-users] window border

2007-10-02 Thread Robert Osfield
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!
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Re: [osg-users] window border

2007-10-02 Thread maruti borker
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!

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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Stephan Maximilian Huber
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


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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Robert Osfield
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.
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[osg-users] stateSet texture attribute override

2007-10-02 Thread Riccardo Corsi

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
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Re: [osg-users] Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Andy Skinner
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.
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Re: [osg-users] stateSet texture attribute override

2007-10-02 Thread Cedric Pinson
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

 

 

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-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED] 
http://www.plopbyte.net


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Re: [osg-users] TexMat and Multitexturing

2007-10-02 Thread Christophe Medard
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?

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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Andy Skinner
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.

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Re: [osg-users] Call for feedback : OSX Xcode build

2007-10-02 Thread Robert Osfield
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.


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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Robert Osfield
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.

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Re: [osg-users] stateSet texture attribute override

2007-10-02 Thread Riccardo Corsi
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

 

 

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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Andy Skinner
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.

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g

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Re: [osg-users] running osgversion on Mac, not on console, was RE: Call for feedback : glu.h does itcontain_GLUfuncptr?

2007-10-02 Thread Andy Skinner
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.

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g

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g
SET(TARGET_SRC osgversion.cpp )

SET(TARGET_COMMON_LIBRARIES 
OpenThreads
osg 
)

SETUP_COMMANDLINE_APPLICATION(osgversion)
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[osg-users] Subversion Installation Step-Step manual

2007-10-02 Thread Adrian Egli
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
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Re: [osg-users] Trackball and view question

2007-10-02 Thread Poirier, Guillaume

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

2007-10-02 Thread Abe Stephens

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

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Re: [osg-users] GL compile context problems

2007-10-02 Thread Robert Osfield
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

 --
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Re: [osg-users] GUI Events and Available Tutorial

2007-10-02 Thread Renan Mendes
Thanks a lot, Gareth. Really needed it.

Renan M Z Mendes
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Re: [osg-users] Cygwin/Ming plugin names

2007-10-02 Thread Robert Osfield
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.
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[osg-users] Please test SVN version of OpenSceneGraph

2007-10-02 Thread Robert Osfield
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.
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Re: [osg-users] osg-users Digest, Vol 4, Issue 3

2007-10-02 Thread Abe Stephens
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.



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Re: [osg-users] Subversion Installation Step-Step manual

2007-10-02 Thread Adrian Egli
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

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

2007-10-02 Thread Shue, John
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.
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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 
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If you have received this in error, please reply immediately to the sender and 
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-02 Thread Adrian Egli
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.
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 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
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[osg-users] Linking Error

2007-10-02 Thread andrej spilak
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
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-02 Thread Mark Lucas
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.
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[osg-users] ViewerBase.cpp

2007-10-02 Thread Mihai Radu
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

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Re: [osg-users] How to render depth texture

2007-10-02 Thread Mihai Radu
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.
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Re: [osg-users] dynamic_cast equivalent in osgDotNet

2007-10-02 Thread Michael Wittman
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
 
 
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-02 Thread Brian Keener
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
$




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