Re: [osg-users] gDEBugger and OpenSceneGraph

2007-11-28 Thread Javier Taibo
  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
 
 
 
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[osg-users] Dummy Camera for taking a Screenshot

2007-11-28 Thread maruti borker
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

-- 
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IIIT Hyderabad
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Re: [osg-users] preload IVE models

2007-11-28 Thread Robert Osfield
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.
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Re: [osg-users] Curved line

2007-11-28 Thread Robert Osfield
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.
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Re: [osg-users] gDEBugger and OpenSceneGraph

2007-11-28 Thread Robert Osfield
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
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Re: [osg-users] Problem with dll

2007-11-28 Thread Robert Osfield
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.
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Re: [osg-users] gDEBugger and OpenSceneGraph

2007-11-28 Thread Javier Taibo

  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
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Universidade da Coruña
E.T.S.I. de Caminos, Canales y Puertos
Campus de Elviña, s/n
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Re: [osg-users] parallel split shadow map state of the art for OSG?

2007-11-28 Thread Adrian Egli
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
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 Version: GnuPG v1.4.7 (GNU/Linux)
 Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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 ZfKAJB3wjJo+iRDzaeZbvw==
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Re: [osg-users] running OSG in SLI mode

2007-11-28 Thread Robert Osfield
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.
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[osg-users] OpenGL errors after applying attribute.

2007-11-28 Thread Wills Alan
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.
 

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[osg-users] 2 sided textures?

2007-11-28 Thread Johan Johnsson
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.

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Re: [osg-users] 2 sided textures?

2007-11-28 Thread Robert Osfield
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
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Re: [osg-users] 2 sided textures?

2007-11-28 Thread André Rocha
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
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Re: [osg-users] Problem with dll

2007-11-28 Thread J.P. Delport
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.
 
 
 
 
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[osg-users] Problem with dll

2007-11-28 Thread Pedro José Muñoz Martínez

Thanks Robert and JP, excuse my inexperience but I like OSG and I am trying to 
start.



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Re: [osg-users] Introductiory slides for OSG concepts and programming: Wanted

2007-11-28 Thread person1001
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
 
 
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Re: [osg-users] 2 sided textures?

2007-11-28 Thread Robert Osfield
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.
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[osg-users] Floating point texture problem

2007-11-28 Thread person1001
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

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Re: [osg-users] VTP height field issue

2007-11-28 Thread Christoph Ehrler
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
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 bob kuehne
 founder and ceo - blue newt software
 www.blue-newt.com734/834-2696


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Re: [osg-users] Problem with dll

2007-11-28 Thread Gordon Tomlinson
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.
 
 
 
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[osg-users] Loading a .gdf and jpeg image in osg

2007-11-28 Thread Felix Bwire
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
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Re: [osg-users] 2 sided textures?

2007-11-28 Thread Gordon Tomlinson
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.
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Re: [osg-users] Curved line

2007-11-28 Thread Paul Martz
 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

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Re: [osg-users] osg-users Digest, Vol 5, Issue 54

2007-11-28 Thread Terry Welsh
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
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  Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org
 
  iD4DBQFHTS9EeDhWHdXrDRURAiieAJ9S0FNODwh2hc+fcBUCXAetbzYvewCVHjnx
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[osg-users] Windows/OSG question

2007-11-28 Thread beelzebob999-osg
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.
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[osg-users] 64-bit OSG

2007-11-28 Thread Robert Balfour
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]
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[osg-users] CompositeViewer and MatrixManipulators

2007-11-28 Thread till busch
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
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Re: [osg-users] 64-bit OSG

2007-11-28 Thread Gordon Tomlinson
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]
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Re: [osg-users] Diagnostics tools

2007-11-28 Thread Paul Melis




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.
  

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Re: [osg-users] Windows/OSG question

2007-11-28 Thread sherman wilcox
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.
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[osg-users] OSG with CEGUI

2007-11-28 Thread Daniel Moos
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
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Re: [osg-users] OSG with CEGUI

2007-11-28 Thread Jeremy Moles
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
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Re: [osg-users] 2 sided textures?

2007-11-28 Thread André Rocha
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.
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-- 
André Rocha Tomasi
GRV - Virtual Reality Group
PUCRS - Projeto Aeromóvel
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[osg-users] help: preload IVE models

2007-11-28 Thread ZHOUXIAO HAN



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
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Re: [osg-users] help: preload IVE models

2007-11-28 Thread Jean-Sébastien Guay
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/


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[osg-users] problems compiling osgCal with osg 2.2

2007-11-28 Thread Daniel Holz
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
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Re: [osg-users] OpenGL errors after applying attribute.

2007-11-28 Thread Ulrich Hertlein
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
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Re: [osg-users] running OSG in SLI mode

2007-11-28 Thread Jan Ciger
-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
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Re: [osg-users] DynamicLibrary::failed loading

2007-11-28 Thread Himar Carmona
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

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Re: [osg-users] VTP height field issue

2007-11-28 Thread Jim Brooks
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.



  

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Re: [osg-users] parallel split shadow map state of the art

2007-11-28 Thread Terry Welsh
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-
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Re: [osg-users] DynamicLibrary::failed loading

2007-11-28 Thread Paul Martz
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


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[osg-users] osgOQ occlusion query release candidate available

2007-11-28 Thread Paul Martz
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
 
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Re: [osg-users] osgViewer + qt designer

2007-11-28 Thread jonathan escolano
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.
  
  
  
  
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Re: [osg-users] CompositeViewer and MatrixManipulators

2007-11-28 Thread Thibault Genessay
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
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