Re: [osg-users] gDEBugger and OpenSceneGraph
Hi Paul, I tried gDEBugger releases from beta7 and experienced the same behaviour with OSG based applications in my Ubuntu (Linux - i386 libstdc++ 4.X) Breakpoints don't stop in the graphics context (I have to manually switch it every break) and what is worse, there is no information about OpenGL states at all. This problem doesn't exist in my OpenGL based applications not using OSG. I simply need to run osgviewer cow.osg to reproduce the problem in gDEBugger. Best Regards, O Mér, 28-11-2007 ás 15:52 +1100, Paul Pocock escribiu: Can all those who have tried gDEBugger http://www.gremedy.com/gDEBuggerLinux.php?sdk with OpenSceneGraph post their experiences. I'm running i586 suse-linux and have had mixed results (understandably - it is in beta), namely blank screen when running any OSG application - Performance counters appear to be working however. Be interested to hear what experiences others have had Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo Universidade da Coruña E.T.S.I. de Caminos, Canales y Puertos Campus de Elviña, s/n 15071 - A Coruña (Spain) http://videalab.udc.es +34-981-167000 (ext. 5444) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dummy Camera for taking a Screenshot
Hi all , I know this question has been asked again and again . But i am sorry i wasnt able to find the previous mails in the archive :( . What i want to do is when a user presses some key he should see some 3-4 screenshots of some specific nodes . So basically i am thinking of doing the following :- - Set up some dummy cameras - Bring them near the node ( at some distance ) - Take screenshots and write them in some directory - Load the images and use it as a texture to a plane - Display it to the user So what i did was i took a seperate viewer , and put the scene-data of the viewer to be the node .And then attached a slave camera to the viewer and took a screenshot . But it gave a black image as output .I tried doing frame() too , but that changed the window on which i was working on and also gave a black output. Can somebody help me out ?? And is there a way by which i can just use dummy cameras instead of dummy viewers to take a screenshot ? And how should i place the camera near the node ? Thanx a lot in advance -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti Blog:- http://marutiborker.wordpress.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] preload IVE models
Hi Charlse, On Nov 28, 2007 3:40 AM, ZHOUXIAO HAN [EMAIL PROTECTED] wrote: Does anybody know how to config OSG to preload all ive models before rendering a scene? I have a large set of IVE models in my application and everytime when a model is going to be rendered the app freezes for a few sec to resize all textures to the power of 2. Is there anyway to get around it? The osgViewer::Viewer automatically runs a compile traversal on the first frame when an app is run, but this will only help if you set the scene data before the viewer is realized (as done in the osgviewer example.) If you are loaded your data after the window is realized you'll need to do a compile traversal after loading the data - the include/osgUtil/GLObjectsVisitor can be used for this purpose - but it must be called by the graphics thread for each window open, using an osg::Camera pre draw callback would probably be the easiest way to do this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Curved line
Hi Lambert. On Nov 28, 2007 6:38 AM, Lambert Verhagen [EMAIL PROTECTED] wrote: Thanks, Paul Do I get nice curved lines when filling a Geometry with Vertices? Does OSG support Bezier curves or something like that? The core OSG doesn't have support for Bezier curvers or other parameter curve types. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gDEBugger and OpenSceneGraph
On Nov 28, 2007 9:28 AM, Javier Taibo [EMAIL PROTECTED] wrote: Hi Paul, I tried gDEBugger releases from beta7 and experienced the same behaviour with OSG based applications in my Ubuntu (Linux - i386 libstdc++ 4.X) Breakpoints don't stop in the graphics context (I have to manually switch it every break) and what is worse, there is no information about OpenGL states at all. This problem doesn't exist in my OpenGL based applications not using OSG. I simply need to run osgviewer cow.osg to reproduce the problem in gDEBugger. I have tried gDEBugger, but perhaps you could force the OSG to run single threaded to help make things a bit simpler for gDEBugger to handle i.e. export OSG_THREADING=SingleThreaded osgviewer cow.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with dll
Hi Pedro, On Nov 28, 2007 10:40 AM, Pedro José Muñoz Martínez [EMAIL PROTECTED] wrote: Hello, I´m new with OSG and trying to compile and run and example I can´t because I found that problem: Error initializing aplication because osg25-osgDB.dll haven´t found and I don´t know what to do. Any suggestion? Thanks in advance. I'm not a windows users so can't throw first hand experience at this but the error tells us the the OSG's library dll's aren't on your PATH, or aren't installed local to where you application is running from. You have provide no clues on how you've gone about compiling, install or running the applications so can't really suggest very much more than go check where things are running from, where you dll's are. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gDEBugger and OpenSceneGraph
That was exactly the problem. Thank you very much, Robert! Best Regards, O Mér, 28-11-2007 ás 10:54 +, Robert Osfield escribiu: On Nov 28, 2007 9:28 AM, Javier Taibo [EMAIL PROTECTED] wrote: Hi Paul, I tried gDEBugger releases from beta7 and experienced the same behaviour with OSG based applications in my Ubuntu (Linux - i386 libstdc++ 4.X) Breakpoints don't stop in the graphics context (I have to manually switch it every break) and what is worse, there is no information about OpenGL states at all. This problem doesn't exist in my OpenGL based applications not using OSG. I simply need to run osgviewer cow.osg to reproduce the problem in gDEBugger. I have tried gDEBugger, but perhaps you could force the OSG to run single threaded to help make things a bit simpler for gDEBugger to handle i.e. export OSG_THREADING=SingleThreaded osgviewer cow.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo Universidade da Coruña E.T.S.I. de Caminos, Canales y Puertos Campus de Elviña, s/n 15071 - A Coruña (Spain) http://videalab.udc.es +34-981-167000 (ext. 5444) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parallel split shadow map state of the art for OSG?
Hi Tim, I don't know what you kind of application you like to implement. There are still some problems in PSSM, at the moment exist still an issue ATI and NVidea cards, also the shader isn't as well as it could be (see some post of Terry , about one month ago) But the advantage of going with PSSM is, that it's now integrated into the osg shadow library. the best would be to use the osg shadow library based PSSM and may you can fix the open issues. /adegli 2007/11/28, Tim Moore [EMAIL PROTECTED]: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, What's the best path for integrating parallel split shadow maps into an existing OSG application, in this case FlightGear? From what I can tell, there are two main contenders, Terry Walsh's PSSMdemo and the ParallelSplitShadowMap that's now part of osgShadow. From the discussions on this list it seems as if PSSMdemo is more mature and debugged; is that true? Is there any advantage to going with PSSMdemo over osgShadows::ParallelSplitShadowMap? Thanks, Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD4DBQFHTS9EeDhWHdXrDRURAiieAJ9S0FNODwh2hc+fcBUCXAetbzYvewCVHjnx ZfKAJB3wjJo+iRDzaeZbvw== =c0ke -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running OSG in SLI mode
Hi, On Nov 28, 2007 1:44 AM, Loong Hin [EMAIL PROTECTED] wrote: I am running OSG in dual Nvidia 8800 GTS 320 MB graphics cards in SLI mode. But I notice there is not any improvement in update rate whether I am running in SLI or not. I wonder will OSG able to take advantages of SLI? Thanks. SLI is all down to the OpenGL driver doing stuff being the OSG's back, it doesn't have any control over it, its all driver settings controlled. Whether SLI is possible to enable depends upon the type of OpenGL features the application is using, you'll need to read up on NVidia docs for the limitations. As for potential performance benefits, its all depends upon what you bottleneck is, if its CPU then no amount of extra GPU power will help, its is a bandwidth/memory limitation then SLI could well make it worse, if its vertex process throughput then its again unlikely to make any difference, if you a fill limited/fragment shader limited then you might just see an improvement with using SLI. Frustratingly the OSG is well conditioned for multi-thread/multi-context usage, so can use multiple CPU cores and multiple GPU efficiently - more efficiently than SLI can in fact, but unfortunately NVidia haven't published APIs for controlling the compositing backend used by their SLI implementation, if they did we could tweak osgViewer to use the dual cards to output to one display, and we'd see much better scaling of performance than SLI typically offers. Alas Nvidia is too used to trying to make games appear a couple of fps faster by any hacks possible, rather than actually wanting to work with the developer community to solve the scalability problem properly... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL errors after applying attribute.
Apologies if this is a bit vague, but there may be a simple answer. I am running a class which uses a CompositeViewer and a setup with 2 monitors. If I run my scene with one window on one screen (either 0 or 1, it doesn't matter which) it works fine. However, if I add a second view (so there is a window on screen 0 and a window on screen 1) I get an error: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) If I then call camera-getGraphicsContext()-getState()-checkForGLErrors(osg::State::ONCE_PER_ATTRIBUTE) for both cameras this produces the errors Warning: detected OpenGL error 'invalid enumerant' after applying MyTex 0x8582ef1 repeated a few times MyTex is a class which inherits from Texture2D. So the question is, why does it work on any one screen but not on two? Thanks, Alan. The information contained in this E-Mail and any subsequent correspondence is private and is intended solely for the intended recipient(s). The information in this communication may be confidential and/or legally privileged. Nothing in this e-mail is intended to conclude a contract on behalf of QinetiQ or make QinetiQ subject to any other legally binding commitments, unless the e-mail contains an express statement to the contrary or incorporates a formal Purchase Order. For those other than the recipient any disclosure, copying, distribution, or any action taken or omitted to be taken in reliance on such information is prohibited and may be unlawful. Emails and other electronic communication with QinetiQ may be monitored and recorded for business purposes including security, audit and archival purposes. Any response to this email indicates consent to this. Telephone calls to QinetiQ may be monitored or recorded for quality control, security and other business purposes. QinetiQ Limited Registered in England Wales: Company Number:3796233 Registered office: 85 Buckingham Gate, London SW1E 6PD, United Kingdom Trading address: Cody Technology Park, Cody Building, Ively Road, Farnborough, Hampshire, GU14 0LX, United Kingdom http://www.QinetiQ.com/home/legal.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2 sided textures?
Does OSG supports 2 sided textures? for example if i use a single plane and put a texture (with 2 sided texture box ON), will the back part of the single plane appear? , this shouldnt have anything to do with backfacfe culling. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2 sided textures?
Hi Johan, In OpenGL/graphics hardware there is no such thing as a two sided texture. Now if you want you can use two separate geometries with two separate StateSet and associated Textures, and then use back face culling to make it appear there is a single plane with two sides, but this isn't two sided texturing, its just two faces with two different states. Robert. On Nov 28, 2007 11:30 AM, Johan Johnsson [EMAIL PROTECTED] wrote: Does OSG supports 2 sided textures? for example if i use a single plane and put a texture (with 2 sided texture box ON), will the back part of the single plane appear? , this shouldnt have anything to do with backfacfe culling. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2 sided textures?
Hi Robert, you got me curious; what about when I create a single plane in 3D Max, and export it with a 2-sided texture? It works in OSG as I'm using it now, but I didn't see any changes in vertex/polycount inside OSG. [ ]'s 2007/11/28, Robert Osfield [EMAIL PROTECTED]: Hi Johan, In OpenGL/graphics hardware there is no such thing as a two sided texture. Now if you want you can use two separate geometries with two separate StateSet and associated Textures, and then use back face culling to make it appear there is a single plane with two sides, but this isn't two sided texturing, its just two faces with two different states. Robert. On Nov 28, 2007 11:30 AM, Johan Johnsson [EMAIL PROTECTED] wrote: Does OSG supports 2 sided textures? for example if i use a single plane and put a texture (with 2 sided texture box ON), will the back part of the single plane appear? , this shouldnt have anything to do with backfacfe culling. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- André Rocha Tomasi GRV - Virtual Reality Group PUCRS - Projeto Aeromóvel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with dll
Hi, where the guide talks about .lib it is about when you want to compile your own programs that use the OSG. I don't use Windows, but it sounds like you just need the .dll files to be either in the PATH like Robert said, or you could just make a directory where you put all the .exe and .dll files and run the example from there. Also try building the 'INSTALL' target in Visual Studio. I think this copies things to where you can run them. jp Pedro José Muñoz Martínez wrote: Thanks, I am tryig to follow the OpenSceneGraph Quick Reference Guide and here it tells me how to include *.lib and the includes but nothing about *.dll and I don´t know how to include them. Tecnología, moda, motor, viajes,…suscríbete a nuestros boletines para estar a la última MSN Newsletters http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaintenanceBrand=WLRU=http%3a%2f%2fmail.live.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with dll
Thanks Robert and JP, excuse my inexperience but I like OSG and I am trying to start. _ Tecnología, moda, motor, viajes,…suscríbete a nuestros boletines para estar a la última http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaintenanceBrand=WLRU=http%3a%2f%2fmail.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Introductiory slides for OSG concepts and programming: Wanted
I found this course when I was searching the net for some info on OSG: http://metaverselab.org/classes/637/lectures/ Perhaps you can try to get in contact with the teacher. \Andreas - Original Message - From: Steffi Beckhaus [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: [osg-users] Introductiory slides for OSG concepts and programming: Wanted Date: Tue, 27 Nov 2007 12:52:45 +0100 Hi, I am about to give a brief introductory course on OSG (about 90 min, starting this thursday) to our students, describing the scene graph concept, why it is useful, and how a scenegraph is implemented and manipulated with OSG. Is there somebody out there, who gave an introductory and hands-on course on this topic and is so kind to share it with me? The osg programming guide is a good starting point but maybe there already is a ppt or keynote presentation existing that I can adapt? thanks in advance, Steffi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org = -- Powered by Outblaze ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2 sided textures?
On Nov 28, 2007 11:53 AM, André Rocha [EMAIL PROTECTED] wrote: Hi Robert, you got me curious; what about when I create a single plane in 3D Max, and export it with a 2-sided texture? It works in OSG as I'm using it now, but I didn't see any changes in vertex/polycount inside OSG. Convert to .osg and found out... it will just be a repetition. There is no such thing as 2-sided texture in graphics hardware, OpenGL or OSG, its purely a wording used by the moddeling package. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Floating point texture problem
Hi, I've got a project were I want to render a floating point texture. Currently im using a texture rectangle with GL_RGB as a render target which is attached to a prerender camera. This works fine but now I need to render to a floating point texture and I have tried GL_FLOAT_R32_NV(which is the one I want), and some of the ARB-variants but I guess im missing something because it does not work. The shader im using is simply trying to output pixels as red gl_FragColor.r = 1; but nothing seems to get rendered, the texture just stays black . For the first frame that is rendered i get the following detected OpenGL error: invalid enumeration after RenderBin::Draw and subsequent rendering calls gives the message: invalid operation after RenderBin::Draw I set the following texture 'attributes' texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); texture-setInternalFormat(GL_FLOAT_R32_NV); texture-setShadowComparison(false); The texture is attached to the camera as osg::Camera::COLOR_BUFFER RenderTargetImplementation is set to FRAME_BUFFER_OBJECT Im using a Quadro fx 700 with support for the GL_NV_float_buffer. Any tips or pointers are highly appreciated! /Andreas Lindmark = Sale on Peak Flow Meters Prevent Asthma Attacks in Kids or Adults Electronic Peak Flow Meter. http://a8-asy.a8ww.net/a8-ads/adftrclick?redirectid=580c56d9ac68512a3a942e278be98293 -- Powered by Outblaze ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VTP height field issue
Hi Bob, I have to disappoint you - sorry. I gave up after a while and use a flat earth now... (you can't see the mountains anyway if you don't zoom too much ;-) Cheers Christoph On Nov 28, 2007 2:48 PM, Bob Kuehne [EMAIL PROTECTED] wrote: hi chris, did you ever get this figured out? i'm running into the same problem. thanks! bob On Sep 19, 2007, at 5:19 AM, Christoph Ehrler wrote: Hi @ all, probably it's a noob question... I downloaded some data from NASA Blue Marble (http://visibleearth.nasa.gov/view_set.php?categoryId=2355p=3) and tried to produce a whole earth representation with topography. But the height field does not match the texture. North and South are mixed up as well as East and West. But when I start mirroring and flipping the height field JPG it does not resolve much. Height field and texture are perfectly matching when using a normal image viewer. The problem is, if I use the height field as a texture the mountains show up at a complete different location than they show up as real bumps when using the same file as height map. Height Field: BMNG Raw Topography srtm_ramp2.world.21600x10800.jpg Texture: Blue Marble Next Generation w/ Topography and Bathymetry world.topo.bathy.200406.3x21600x10800.png I converted both data sources with gdal_translate to TIF files and added a image pyramid with gdaladdo but it didn't resolve anything. I am building the paged database to single files (IVE) instead of building to an archive (OSGA) but as I can remember it makes no difference for this problem too. gdal_translate srtm_ramp2.world.21600x10800.jpg srtm_ramp2.world. 21600x10800.tif gdaladdo -r average srtm_ramp2.world.21600x10800.tif 2 4 8 16 32 gdal_translate world.topo.bathy.200406.3x21600x10800.png world.topo.bathy.200406.3x21600x10800.tif gdaladdo -r average world.topo.bathy.200406.3x21600x10800.tif 2 4 8 16 32 osgdemd --whole-globe -d srtm_ramp2.world.21600x10800.jpg --whole-globe -t world.topo.bathy.200406.3x21600x10800.tif -l 5 -v 1000 --geocentric -o blue_marble2.ive Some suggestions welcome :) Thanks Christoph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org bob kuehne founder and ceo - blue newt software www.blue-newt.com734/834-2696 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with dll
Hi See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14 This tells you how windows searches and finds dll's Note the one thorn in this is C# and Managed assemblies, they DO Not search out of the exe dir, gotta love Microsoft fro being consistent Gordon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport Sent: Wednesday, November 28, 2007 6:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Problem with dll Hi, where the guide talks about .lib it is about when you want to compile your own programs that use the OSG. I don't use Windows, but it sounds like you just need the .dll files to be either in the PATH like Robert said, or you could just make a directory where you put all the .exe and .dll files and run the example from there. Also try building the 'INSTALL' target in Visual Studio. I think this copies things to where you can run them. jp Pedro José Muñoz Martínez wrote: Thanks, I am tryig to follow the OpenSceneGraph Quick Reference Guide and here it tells me how to include *.lib and the includes but nothing about *.dll and I don´t know how to include them. -- -- Tecnología, moda, motor, viajes, suscríbete a nuestros boletines para estar a la última MSN Newsletters http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaint enanceBrand=WLRU=http%3a%2f%2fmail.live.com -- -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading a .gdf and jpeg image in osg
Hi there, I would like to know how I can load a .gdf image or a jpeg image in osg. Do I need any sort of plugin for this? Thanks alot, Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2 sided textures?
The polygons state will be marked so back faces are visible so the count does not increase but lighting will be wrong on the back face -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, November 28, 2007 8:43 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 2 sided textures? On Nov 28, 2007 11:53 AM, André Rocha [EMAIL PROTECTED] wrote: Hi Robert, you got me curious; what about when I create a single plane in 3D Max, and export it with a 2-sided texture? It works in OSG as I'm using it now, but I didn't see any changes in vertex/polycount inside OSG. Convert to .osg and found out... it will just be a repetition. There is no such thing as 2-sided texture in graphics hardware, OpenGL or OSG, its purely a wording used by the moddeling package. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Curved line
Do I get nice curved lines when filling a Geometry with Vertices? It depends on how many vertices you use to approximate your curve. Use enough so that the individual line segment lengths approach a pixel width, and you'll have the illusion of a smooth curve, just like with GLU or OpenGL evaluators. As you use fewer vertices and longer segments, the illusion becomes increasingly less convincing (again, just like with GLU or OpenGL evaluators). It's a sampling problem. Does OSG support Bezier curves or something like that? As Robert said, no. You'll need to implement this yourself by adding the vertices to approximate your curve. The bottom line is that GLU isn't doing anything secret under the hood that you can't do in your own code. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 5, Issue 54
Hi Tim, I've been using my PSSM code in a project here at work for a couple months now, and it looks fine. Some others have been using it in their apps for much longer. You'll probably have to compare the two implementations yourself. I haven't compared in a while. I have some code updates that I haven't put online yet. I'll try to do that tonight and let you know -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Message: 15 Date: Wed, 28 Nov 2007 11:35:55 +0100 From: Adrian Egli [EMAIL PROTECTED] Subject: Re: [osg-users] parallel split shadow map state of the art for OSG? To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hi Tim, I don't know what you kind of application you like to implement. There are still some problems in PSSM, at the moment exist still an issue ATI and NVidea cards, also the shader isn't as well as it could be (see some post of Terry , about one month ago) But the advantage of going with PSSM is, that it's now integrated into the osg shadow library. the best would be to use the osg shadow library based PSSM and may you can fix the open issues. /adegli 2007/11/28, Tim Moore [EMAIL PROTECTED]: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, What's the best path for integrating parallel split shadow maps into an existing OSG application, in this case FlightGear? From what I can tell, there are two main contenders, Terry Walsh's PSSMdemo and the ParallelSplitShadowMap that's now part of osgShadow. From the discussions on this list it seems as if PSSMdemo is more mature and debugged; is that true? Is there any advantage to going with PSSMdemo over osgShadows::ParallelSplitShadowMap? Thanks, Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD4DBQFHTS9EeDhWHdXrDRURAiieAJ9S0FNODwh2hc+fcBUCXAetbzYvewCVHjnx ZfKAJB3wjJo+iRDzaeZbvw== =c0ke -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows/OSG question
Hi... we are (still) trying to find ways to improve performance on windows. Does anyone compile their windows builds with the following options? /D_SECURE_SCL=0 /D_HAS_ITERATOR_DEBUGGING=0 If so, does it produce good results? Is it necessary for *ALL* libraries to be built with these options, or is it okay to compile some with and some without? E.g., could I build OSG with these options turned on, but leave other libraries (such as boost) compiled as-is? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 64-bit OSG
Does OSG support Windows 64-bit architectures, and if so has anyone been using OSG in 64-bit MSWindows successfully? Are there any pitfalls to avoid? Thanks. Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. CTO, BALFOUR Technologies LLC 960 South Broadway, Suite 108, Hicksville NY 11801 Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CompositeViewer and MatrixManipulators
hi, i'm trying to use CompositeViewer for our app. The MatrixManipulators behave oddly in the smaller views. it seems that the GUIEventAdapter doesn't know the small View's real dimensions and it acts on mouse movements as if it had the full size of the window. please try this in osgcompositeviewer: try to rotate the model with the pointer at at the right edge of the bottom-left view. it behaves as if it had been grabbed in the middle -- it is impossible to rotete the model clockwards. do you have any hints on how i can tell the MatrixManipulators that they should operate relative to their View's size and position? thanks, - till ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 64-bit OSG
Hi We did do have a 64bit build but is 1.2, and I'm about to start to hammer it hard, I think we just had some project settings to sort out. other than that we were ok I will be hitting 2.x road in the new year as when we upgrade -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Balfour Sent: Wednesday, November 28, 2007 7:23 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] 64-bit OSG Does OSG support Windows 64-bit architectures, and if so has anyone been using OSG in 64-bit MSWindows successfully? Are there any pitfalls to avoid? Thanks. Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. CTO, BALFOUR Technologies LLC 960 South Broadway, Suite 108, Hicksville NY 11801 Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Diagnostics tools
Have you tried valgrind? (www.valgrind.org) It might give you some leaks in OpenGL drivers, but at least it isn't fooled by the smart pointers in OSG Paul Paul [EMAIL PROTECTED] wrote: Hi, any recommendations for diagnostic tools that don't consider the osg smart pointers allocations as memory leaks? thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows/OSG question
I haev some of the same questions. My understanding is that to realize benefit that all libraries should be re-compiled. The part I'm fuzzy on is the should be. What happens when you mix and match SCL libraries with non-SCL is unknown to me. You should certainly see a performance boost in debug builds by disabling iterator debugging. The secure iterators, I've heard disabling those will yield increases as well in Release builds of 10-20%. I haven't tried this myself. Please do report back to the list with results if you do this. Thanks On Nov 28, 2007 10:53 AM, [EMAIL PROTECTED] wrote: Hi... we are (still) trying to find ways to improve performance on windows. Does anyone compile their windows builds with the following options? /D_SECURE_SCL=0 /D_HAS_ITERATOR_DEBUGGING=0 If so, does it produce good results? Is it necessary for *ALL* libraries to be built with these options, or is it okay to compile some with and some without? E.g., could I build OSG with these options turned on, but leave other libraries (such as boost) compiled as-is? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG with CEGUI
Hello Everybody Have anybody a working osgcegui sample? I found the example in the library and want to try it out. I have downloaded the CEGUI-Sample-Files from the website from CEGUI. I can run the osgcegui with a scheme and a layout without error in osg and cegui. But no window is shown... Anybody have a working configuration? Thanks for your answer... Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG with CEGUI
I can't really comment much about CEGUI, but I do plan on releasing a VERY alpha version osgHUD here in the next few days if you're interested in trying it out. It doesn't have anywhere near the amount of pre-created widgets as CEGUI, but it is written using native OSG--and hopefully provides (or will one day provide :)) enough basic framework for people to create fully-featured OpenGL UI kits... At any rate, I'm sure CEGUI is a fine piece of software. :) As to how to get it working properly with OSG, I'm not sure... On Wed, 2007-11-28 at 19:39 +0100, Daniel Moos wrote: Hello Everybody Have anybody a working osgcegui sample? I found the example in the library and want to try it out. I have downloaded the CEGUI-Sample-Files from the website from CEGUI. I can run the osgcegui with a scheme and a layout without error in osg and cegui. But no window is shown... Anybody have a working configuration? Thanks for your answer... Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2 sided textures?
Hi Gordon and Robert, That explains it.. it really works as 2-sided, and indeed, the lighting gets screwed on the other face as you said. But since we're using baked radiosity in our models and dynamic lighting only in a few objects, the lighting wasn't an issue in our project, so I just had in my mind that 2-sided was working somehow. Thanks for clarifying, [ ]'s 2007/11/28, Gordon Tomlinson [EMAIL PROTECTED]: The polygons state will be marked so back faces are visible so the count does not increase but lighting will be wrong on the back face -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, November 28, 2007 8:43 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 2 sided textures? On Nov 28, 2007 11:53 AM, André Rocha [EMAIL PROTECTED] wrote: Hi Robert, you got me curious; what about when I create a single plane in 3D Max, and export it with a 2-sided texture? It works in OSG as I'm using it now, but I didn't see any changes in vertex/polycount inside OSG. Convert to .osg and found out... it will just be a repetition. There is no such thing as 2-sided texture in graphics hardware, OpenGL or OSG, its purely a wording used by the moddeling package. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- André Rocha Tomasi GRV - Virtual Reality Group PUCRS - Projeto Aeromóvel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] help: preload IVE models
Hey experts, Does anybody know how to preload IVE models? I have a large set of models in my app and it takes while to resize the textures before retendering. So i am wondering if i could preload all the models before rendering. Thanks Charles _ Your smile counts. The more smiles you share, the more we donate. Join in. www.windowslive.com/smile?ocid=TXT_TAGLM_Wave2_oprsmilewlhmtagline___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help: preload IVE models
Hello, Hey experts, Does anybody know how to preload IVE models? I have a large set of models in my app and it takes while to resize the textures before retendering. So i am wondering if i could preload all the models before rendering. Thanks Charles First of all, I think Robert answered your question this morning: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/21461/focus=21472 Second, if you think the resizing is what is taking all your time, you can either pre-resize the textures as Daniel suggested or, if your video card supports non-power-of-two textures, you can run a node visitor that calls texture-setResizeNonPowerOfTwoHint(false) on each texture from the stateset of each node of your models, on load. It's also possible that the resizing is not the real bottleneck and it's just the apparent problem because it prints a message to the console... You'll then have to find the real bottleneck. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problems compiling osgCal with osg 2.2
hi everybody, is there anybody who succeeded in compiling osgCal with osg 2.2 ? i have the following problem when compiling it in msvc8: 1 edited\include\osgCal/SubMesh(50) : error C2259: 'osgCal::SubMesh' : cannot instantiate abstract class 1due to following members: 1'void osg::Drawable::drawImplementation(osg::RenderInfo ) const' : is abstract 1 edited\osg\include\osg/Drawable(425) : see declaration of 'osg::Drawable::drawImplementation' cheers, daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL errors after applying attribute.
Quoting Wills Alan [EMAIL PROTECTED]: I am running a class which uses a CompositeViewer and a setup with 2 monitors. If I run my scene with one window on one screen (either 0 or 1, it doesn't matter which) it works fine. However, if I add a second view (so there is a window on screen 0 and a ... MyTex is a class which inherits from Texture2D. So the question is, why does it work on any one screen but not on two? Without more knowledge of what your derived class is doing or how you setup your separate windows it's hard to tell what's going wrong. But the problem hints to the different graphics context IDs not being handled correctly. Cheers, /Ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] running OSG in SLI mode
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Loong Hin wrote: I am running OSG in dual Nvidia 8800 GTS 320 MB graphics cards in SLI mode. But I notice there is not any improvement in update rate whether I am running in SLI or not. I wonder will OSG able to take advantages of SLI? Thanks. OSG not directly, this is a driver issue. OpenGL applications see SLI only as a single powerful GPU - there is nothing specific to support. If you happen to run Linux, your problem could be a rather poor support in Nvidia drivers - there is almost no performance difference with SLI on or off in Linux. If you are running Windows, you should see a speed up, if not, you may have a bottleneck somewhere (CPU-bound application?). Hard to say without having more information. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHTf6bn11XseNj94gRAkQDAKDCzR3c9Yr/xiueTE81fASWs2JEnQCeIaM1 OP9Rsxz2DiS5bNcDVKMnMlY= =eIBL -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DynamicLibrary::failed loading
Hi, just guessing, perhaps adding OSG_ROOT (and or osgPlugins-2.2.0) to environment PATH may help? Good luck! 2007/11/29, Will Sistar [EMAIL PROTECTED]: I am a new user and am trying to use osgviewer (specifically osgviewer cow.osg). I have not built OSG; I used the Win32 Binaries Installer. I set the paths as I found in Getting Started and I modified the osgShell.bat file to turn on debugging. When the osgshell starts it prints out this: OSG_ROOT = C:\Program Files\OpenSceneGraph OSG_FILE_PATH = C:\OpenSceneGraph-Data OSG_NOTIFY_LEVEL = DEBUG after typing in osgviewer cow.osg part of what I get follows: itr='C:\Program Files\OpenSceneGraph\bin' FindFileInPath() : trying C:\Program Files\OpenSceneGraph\bin\osgPlugins- 2.2.0\osgdb_osg.dll ... FindFileInPath() : USING C:\Program Files\OpenSceneGraph\bin\osgPlugins- 2.2.0\osgdb_osg.dll DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_osg.dll Warning: Could not find plugin to read objects from file cow.osg. osgviewer: No data loaded The dll is in the osgPlugins-2.2.0 directory as it should be, as I read in a previous post similar to this. I noticed that I could load the library manually so I copied the osgdb_osg.dll to the bin directory and typed osgviewer -l osgdb_osg.dll cow.osg and it worked. (sort of, it didn't load the osgdg_rgb.dll although it tried like above) itr='C:\Program Files\OpenSceneGraph\bin' FindFileInPath() : trying C:\Program Files\OpenSceneGraph\bin\osgdb_osg.dll ... FindFileInPath() : USING C:\Program Files\OpenSceneGraph\bin\osgdb_osg.dll CullSettings::readEnvironmentalVariables() I tried manually loading the dll like this osgviewer -l osgPlugins-2.2.0\osgdb_osg.dll cow.osg and that didn't work. Any suggestions would be helpful. Will ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VTP height field issue
how would i flip it? i suspect i need to change the transform somehow: Transform { 360 0 0 0 0 180 0 0 0 0 1 0 You're on the right track, but the matrix elements are unit float {0.0,..,1.0} values, not degrees. These 3 rows are 3D unit vectors that define the 3 orthogonal axises. -1 0 0 # -1 = 180' rotation 0 1 0 0 0 1 -180 -90 0 1 No, the last row is the origin of the matrix (coordinate space). Changing them results in translation, not rotation. Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parallel split shadow map state of the art
Okay, current PSSM code is at http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz This uses osgProducer. Producer recently updated its headers to use .h extensions. osgProducer doesn't reflect that change yet, so I got around the problem by compiling 5-week-old Producer. Don't have time to properly fix osgProducer tonight. - Terry On Nov 28, 2007 8:24 AM, Terry Welsh [EMAIL PROTECTED] wrote: Hi Tim, I've been using my PSSM code in a project here at work for a couple months now, and it looks fine. Some others have been using it in their apps for much longer. You'll probably have to compare the two implementations yourself. I haven't compared in a while. I have some code updates that I haven't put online yet. I'll try to do that tonight and let you know -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Message: 15 Date: Wed, 28 Nov 2007 11:35:55 +0100 From: Adrian Egli [EMAIL PROTECTED] Subject: Re: [osg-users] parallel split shadow map state of the art for OSG? To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hi Tim, I don't know what you kind of application you like to implement. There are still some problems in PSSM, at the moment exist still an issue ATI and NVidea cards, also the shader isn't as well as it could be (see some post of Terry , about one month ago) But the advantage of going with PSSM is, that it's now integrated into the osg shadow library. the best would be to use the osg shadow library based PSSM and may you can fix the open issues. /adegli 2007/11/28, Tim Moore [EMAIL PROTECTED]: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, What's the best path for integrating parallel split shadow maps into an existing OSG application, in this case FlightGear? From what I can tell, there are two main contenders, Terry Walsh's PSSMdemo and the ParallelSplitShadowMap that's now part of osgShadow. From the discussions on this list it seems as if PSSMdemo is more mature and debugged; is that true? Is there any advantage to going with PSSMdemo over osgShadows::ParallelSplitShadowMap? Thanks, Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD4DBQFHTS9EeDhWHdXrDRURAiieAJ9S0FNODwh2hc+fcBUCXAetbzYvewCVHjnx ZfKAJB3wjJo+iRDzaeZbvw== =c0ke -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DynamicLibrary::failed loading
Usually, DLLs fail to load because they, in turn, require a DLL that can't be found. Do you have depends.exe? (Shipped with VC6, but not sure about more recent versions of VS.) It would tell you what libraries the problem DLL requires, and where they're located; then you can ensure that their directories are in your PATH. By the way, what is your PATH set to? -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Will Sistar Sent: Wednesday, November 28, 2007 5:55 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] DynamicLibrary::failed loading I am a new user and am trying to use osgviewer (specifically osgviewer cow.osg). I have not built OSG; I used the Win32 Binaries Installer. I set the paths as I found in Getting Started and I modified the osgShell.bat file to turn on debugging. When the osgshell starts it prints out this: OSG_ROOT = C:\Program Files\OpenSceneGraph OSG_FILE_PATH = C:\OpenSceneGraph-Data OSG_NOTIFY_LEVEL = DEBUG after typing in osgviewer cow.osg part of what I get follows: itr='C:\Program Files\OpenSceneGraph\bin' FindFileInPath() : trying C:\Program Files\OpenSceneGraph\bin\osgPlugins-2.2.0\osgdb_osg.dll ... FindFileInPath() : USING C:\Program Files\OpenSceneGraph\bin\osgPlugins-2.2.0\osgdb_osg.dll DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_osg.dll Warning: Could not find plugin to read objects from file cow.osg. osgviewer: No data loaded The dll is in the osgPlugins-2.2.0 directory as it should be, as I read in a previous post similar to this. I noticed that I could load the library manually so I copied the osgdb_osg.dll to the bin directory and typed osgviewer -l osgdb_osg.dll cow.osg and it worked. (sort of, it didn't load the osgdg_rgb.dll although it tried like above) itr='C:\Program Files\OpenSceneGraph\bin' FindFileInPath() : trying C:\Program Files\OpenSceneGraph\bin\osgdb_osg.dll ... FindFileInPath() : USING C:\Program Files\OpenSceneGraph\bin\osgdb_osg.dll CullSettings::readEnvironmentalVariables() I tried manually loading the dll like this osgviewer -l osgPlugins-2.2.0\osgdb_osg.dll cow.osg and that didn't work. Any suggestions would be helpful. Will ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOQ occlusion query release candidate available
As announced at the SIGGRAPH OSG BOF. I've added OpenGL occlusion query support to OSG. Although some open issues remain, I'm making it available now to the OSG community to solicit your feedback. http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgOQ This has been tested on Windows using VS7 and OSG v2.2. If you encounter problems on other platforms, please let me know. After outstanding issues are identified and resolved, I'll submit this to Robert for possible inclusion in core OSG. Thanks to Doug McCorkle, ISU, and Ames Laboratory for funding this development effort. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer + qt designer
Hi Gazi. You were right on your answer and solved my problem. Thank yoy very much! 2007/11/28, jonathan escolano [EMAIL PROTECTED]: Thanks Gazi for your reply. But i am wondering if the lost of the focus will be my error because i am capturing mouse events without problem, even when i run my qt designer application. I only have problems on capturing keyboard events. Anyway, i will try to do as you said to me this afternoon since it has sense. Maybe keyboard events works different than mouse events. Thank you. 2007/11/28, Gazi Alankus [EMAIL PROTECTED]: You should call osgWidget-setFocus(); initially and after every button click or some other similar action that will make your widget lose focus. -Gazi On 27/11/2007, jonathan escolano [EMAIL PROTECTED] wrote: Hello everyone! It is the first time i use OSG and Qt4 so sorry if my problem is so basic. I have created a Qt4 plugin, based on the osgviewerQT example, to be used with QTDesigner. I have added an object from my plugin into a new form and i am able to render models and to capture mouse events, but there is no way on capturing Keyboard events. I have implemented a class wich inherits from QGLWidget and osgViewer::Viewer, and tried to capture keyboard events via keyPressEvent(QKeyEvent* event) method. As i have said, if a run a Qt application wich shows a form with my custom widget inside, i cannot capture keyboard events, but, on the other hand, if i run a Qt application wich just create a new object from my custom widget class and calls the show() method (remember that my custom widget inherits from osgViewer::Viewer too) the keyboard events are captured perfectly! I am using the windows version of Qt, and the Qt plugin is created as a .dll file. Is there some kind of restriction when capturing keyboard events from custom plugins? Thank you very much! Jonathan. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and MatrixManipulators
Hi Till Did you try to pass the window size to the manipulators? Depending on your window setup (the way you create your graphics context and your views) and the underlying windowing toolkit (native, Qt, wxWidgets, ...) there may be instances where the manipulators do not know the actual window size and simply do not compute the correct mouse movements. Use _view-getEventQueue()-windowResize(0, 0, width, height); to inform all interested parties of your resize. Of course, your parameters should account for the specific view position and size in your graphics context. Thibault On Nov 28, 2007 5:52 PM, till busch [EMAIL PROTECTED] wrote: hi, i'm trying to use CompositeViewer for our app. The MatrixManipulators behave oddly in the smaller views. it seems that the GUIEventAdapter doesn't know the small View's real dimensions and it acts on mouse movements as if it had the full size of the window. please try this in osgcompositeviewer: try to rotate the model with the pointer at at the right edge of the bottom-left view. it behaves as if it had been grabbed in the middle -- it is impossible to rotete the model clockwards. do you have any hints on how i can tell the MatrixManipulators that they should operate relative to their View's size and position? thanks, - till ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org