Re: [osg-users] Matrixf and Quat problem
Hi, You're right !! cross product is null ... I don't know why but now I know where is the problem. Thanks :) Vincent. 2008/3/13, Vican, Justin E. [EMAIL PROTECTED]: What are the values of _NodeTranslation and_NodeTranslationStart? If that cross product returns a zero vector (0,0,0), a NULL rotation will be computed. *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Vincent Bourdier *Sent:* Thursday, March 13, 2008 12:55 PM *To:* osg *Subject:* [osg-users] Matrixf and Quat problem Hi, I am trying for hours to make a rotation with two vectors... The code is : osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart); osg::Quat qrotation = osg::Quat(); qrotation.set(MR); _rotation *= qrotation; coutRot : qrotation.x() qrotation.y() qrotation.z() qrotation.w()endl; And in the console, the result is : Rot : 0 0 0 1 Rot : 0 0 0 1 Rot : 0 0 0 1 ... I've checked 'angle' and it is a good value, always increasing... Is there any problem in my code ? Why the Quat doesn't change... ? Thanks, regard, Vincent ___ 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] PositionAttitudeTransform question
Hi, I'm not sure to understand you problem... First of all, if you make a setScale(1,1,1) it is normal that nothing changes... After, your problem is not clear... you use a PAT for moving and scaling... and you scale the object separately ? Please be more precise... what does your scenegraph looks like ? Vincent. 2008/3/14, [EMAIL PROTECTED] [EMAIL PROTECTED]: I have a geode that I have added as a child to a osg::PositionAttitudeTransform. If I call setPosition (x,y,z), it seems to work OK. If I then call setScale with (1.,1.,1.) as arguments, it doesn't change as expected. But, if I change the scale values to something other than one, in addition to scaling the object, it also moves it. How do I separate the two so that setScale only scales after a translation, not move it to? ___ 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] Testing of SVN version please
Hi Paul, On Thu, Mar 13, 2008 at 9:45 PM, Paul Martz [EMAIL PROTECTED] wrote: Release build complete for VS 2005, WinXP. Tested osgdem and it runs well. I noticed it does leave large temporary files lying around after finishing the database: temporaryfile_imageFileName is left in the output directory. Should osgdem delete this after a successful run? This is not new behavior, and has been present since (at least) the last developer release. I am running the following command: osgdem --terrain -d elevFileName -t imageFileName -o out.ive -l 1 The temporary files are produced when it needs to reproject the source data. As you mention they just get dumped in a local directory, while they'd be better off placed in a single directory and/or clean up after the run. Its useful not to clean up after the run though as if you re-run the build you can use the reprojected files as sources instead of the original files and thus avoid reprojection. With modern VPB this whole temporary reprojection has been dealt with in a better way using vpbcache, but its a manual system that you have to invoke vpbcache to prep your data, getting it to do all the required reprojections etc, once the cache is populated the resulting cache file that describes all the data and their reprojections can be used as input to osgdem/vpbmaster and these will then pick files from the cache according to the projection of the sources they need. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] observer_ptr get() return type issue
Hi Will, This isn't really a bug, rather just an implement decision that I made on implementing the obersever_ptr. It is however inconsistent with ref_ptr, which was originally like the oberserver_ptr but I believe I probably relaxed this long ago when coming up against issues of const ref_ptr and no const pointers they were managoing - std::setref_ptr is one such awkward instance. FYI, ref_ptr is a very early addition to the OSG, while observer_ptr is quite recent addition so hasn't had the same exposure to problems that the ref_ptr has had to deal with. Reflecting on things now I think it makes sense the observer_ptr should keep the same behaviour as ref_ptr in the case of the various const dereference/get methods, so I've tweak the observer_ptr so that it now passes back T*, T for the const get(), operator*() and operator-() methods. This will be in OSG-2.3.5 dev release that I'll make this morning. Robert. On Thu, Mar 13, 2008 at 9:54 PM, Will Dicharry [EMAIL PROTECTED] wrote: Hi All, I was working with observer_ptr and noticed that a const gets added to the get() return type. The observer_ptr::get() const method returns a const T*. I think the const modifier on the method should only apply to the observer_ptr object, not to the object that is pointed at. If the pointer is pointing to a const T*, then the return type would be const without modifying the return type of get(). Is this a bug, or is observer_ptr designed this way for some reason? Thanks, 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] osgWidget
Hi Sergey, On Fri, Mar 14, 2008 at 1:30 AM, Leontyev, Sergey [EMAIL PROTECTED] wrote: I heard this library will be included before May 2008 and by that time it will it have some basic functionality: panels with buttons, and possibly some other GUI elements such as dropdown lists. Is this right? And will it be stable and suitable for a large project? I can't speak for Jeremy Moles (the author of osgWidget) about timing, he does mention the above intentions, but he is busy and coding up osgWidget in his spare time so one needs to be aware of this - he has made an open call for assistance and being open source there are few barriers beyond time and know how preventing others like yourself for pitching in. As a general note, with open source projects its good practice to release early and often, so you get a very early glimpse of what a project is like, even both its fully designed let alone implemented. This might seem a bit like a half made bed, but the beauty development wise is that actual users can try it out and spot deficiencies or better solutions to problems very early in the life of project, and well before its gone down any paths of no return. The OpenSceneGraph itself is a project where releasing early, years before 1.0 was made in fact, actually help members of the community get involved direction of the project, it made a huge difference to the robustness and quality of the design having real users testing and debugging the design and implementation as it was evolving - it meant that we had a very good hit rate on solving tasks that end users had to solve, rather than just hitting bullet points on a marketing chart. W.r.t integration with the core OSG, the exact timing I can't say, this is down to how the software itself evolves during the next few months and the availability on engineers (there is a constant eb and flow of how busy we are on different tasks). However, I wouldn't worry about this, getting fixated on a particular merge with the main OpenSceneGraph distribution won't actually make much difference to osgWidget itself, it's open source already - you have all the software required to make it work, and being a NodeKit it'll just slot into the OSG at the right time with minimal fuss. Also, there is a possibility that I will be available to help in order to accelerate the release, but I am not sure how this works. Who do I contact? Jeremy Moles is on the list, feel free to use the osg-users mailing list. Just get stuck in. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Matrixf and Quat problem
I've located my problem, and this time I don't know why it doesn't change anything... osg::Matrixf MR = osg::Matrixf::identity(); MR.rotate(angle*osg::PI/180.0, rotaxis); note : rotaxis : 0.03, 0.006, -0.99 angle = 19.78 result : MR = identity... Is it me who make mistakes ? or there is a real problem ? Thanks, Vincent 2008/3/14, Vincent Bourdier [EMAIL PROTECTED]: Hi, You're right !! cross product is null ... I don't know why but now I know where is the problem. Thanks :) Vincent. 2008/3/13, Vican, Justin E. [EMAIL PROTECTED]: What are the values of _NodeTranslation and_NodeTranslationStart? If that cross product returns a zero vector (0,0,0), a NULL rotation will be computed. *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Vincent Bourdier *Sent:* Thursday, March 13, 2008 12:55 PM *To:* osg *Subject:* [osg-users] Matrixf and Quat problem Hi, I am trying for hours to make a rotation with two vectors... The code is : osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart); osg::Quat qrotation = osg::Quat(); qrotation.set(MR); _rotation *= qrotation; coutRot : qrotation.x() qrotation.y() qrotation.z() qrotation.w()endl; And in the console, the result is : Rot : 0 0 0 1 Rot : 0 0 0 1 Rot : 0 0 0 1 ... I've checked 'angle' and it is a good value, always increasing... Is there any problem in my code ? Why the Quat doesn't change... ? Thanks, regard, Vincent ___ 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] Testing of SVN version please
OpenSceneGraph compiles cleanly in the RelWithDebInfo configuration. osgviewer cessnafire.osg There is an issue with toggling textures ( it becomes unresponsive or erratic after a while ) which is fixed by using --SingleThreaded Ubuntu 7.10 Linux 2.6.23.14 #2 SMP Wed Jan 30 16:54:58 GMT 2008 OpenGL renderer string: GeForce 8800 GTS/PCI/SSE2 OpenGL version string: 2.1.2 NVIDIA 169.09 Using built-in specs. Target: i486-linux-gnu Configured with: ../src/configure -v --enable-languages=c,c++,fortran,objc,obj-c++,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --with-gxx-include-dir=/usr/include/c++/4.1.3 --program-suffix=-4.1 --enable-__cxa_atexit --enable-clocale=gnu --enable-libstdcxx-debug --enable-mpfr --enable-checking=release i486-linux-gnu Thread model: posix gcc version 4.1.3 20070929 (prerelease) (Ubuntu 4.1.2-16ubuntu2) -Tony ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Matrixf and Quat problem
Vincent Bourdier schrieb: I've located my problem, and this time I don't know why it doesn't change anything... osg::Matrixf MR = osg::Matrixf::identity(); MR.rotate(angle*osg::PI/180.0, rotaxis); rotate is a static member which gives the rotation matrix as a result. Either use MR = osg::Matrixf::rotate( ... ) or use MR.makeRotate(...) regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X: [ 41%] Built target osgdb_osgparticle Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so /usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols: osgSim::ObjectRecordData::FLAT_SHADED osgSim::ObjectRecordData::DONT_ILLUMINATE osgSim::ObjectRecordData::DONT_DISPLAY_AT_DUSK osgSim::ObjectRecordData::GROUPS_SHADOW_OBJECT osgSim::ObjectRecordData::DONT_DISPLAY_AT_NIGHT osgSim::ObjectRecordData::DONT_DISPLAY_IN_DAYLIGHT collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.3.5/osgdb_osgsim.so] Error 1 make[1]: *** [src/osgPlugins/osgSim/CMakeFiles/osgdb_osgsim.dir/all] Error 2 make: *** [all] Error 2 The values are declared e.g. 'static const unsigned int FLAT_SHADED = ...' in include/osgSim/ObjectRecordData so that should be just fine, no need to link anything for those symbols. From the verbose output I can't see anything obvious missing so I'm a bit baffled by this at the moment. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE OSG to Multi-Gen Creator...
Hi Robert, Sorry for the noise. In part I couldn't remember what I'd asked before, but also the emphasis of my request was slightly different in that, as I don't know creator at all and don't even have the application, I don't know what other formats it can take in. I do, however, have a client who needs to get models into that package. I was merely asking whether there was an alternative route to getting an osg scene into creator - even via a third party if necessary - so that I could at least get something for my client whilst the OSG pluggin was being developed further by Paul. I shall assume, from your response, that there isn't really an alternative that I can take, and I shall await the release of the new pluggin from Paul. Once again, sorry for the noise. Kind regards Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
Hi Ulrich, I've seen reports of this type of problem before - definition of static values in headers, can't remember the exact times but its happened a couple of time in osg history. Fixes would be to move the definition into the .cpp, to change to using #define or to use an enum. I'll have a bash with converting it to an enum. Robert. On Fri, Mar 14, 2008 at 10:43 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote: I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X: [ 41%] Built target osgdb_osgparticle Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so /usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols: osgSim::ObjectRecordData::FLAT_SHADED osgSim::ObjectRecordData::DONT_ILLUMINATE osgSim::ObjectRecordData::DONT_DISPLAY_AT_DUSK osgSim::ObjectRecordData::GROUPS_SHADOW_OBJECT osgSim::ObjectRecordData::DONT_DISPLAY_AT_NIGHT osgSim::ObjectRecordData::DONT_DISPLAY_IN_DAYLIGHT collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.3.5/osgdb_osgsim.so] Error 1 make[1]: *** [src/osgPlugins/osgSim/CMakeFiles/osgdb_osgsim.dir/all] Error 2 make: *** [all] Error 2 The values are declared e.g. 'static const unsigned int FLAT_SHADED = ...' in include/osgSim/ObjectRecordData so that should be just fine, no need to link anything for those symbols. From the verbose output I can't see anything obvious missing so I'm a bit baffled by this at the moment. Cheers, /ulrich ___ 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] Matrixf and Quat problem
Yes !!! thank you very much :-) Vincent. 2008/3/14, Ralph Kern [EMAIL PROTECTED]: Vincent Bourdier schrieb: I've located my problem, and this time I don't know why it doesn't change anything... osg::Matrixf MR = osg::Matrixf::identity(); MR.rotate(angle*osg::PI/180.0, rotaxis); rotate is a static member which gives the rotation matrix as a result. Either use MR = osg::Matrixf::rotate( ... ) or use MR.makeRotate(...) regards Ralph ___ 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] RE OSG to Multi-Gen Creator...
Hi Neil, I don't know Creator myself either, but I would have thought that it supports some of the export routes that the OSG has - COLLADA and .obj are two there there is a chance it'd support. Perhaps others with Creator itself will be able to answer it. As mentioned in another thread recently there is always 3rd party tools like Polytrans. Robert. On Fri, Mar 14, 2008 at 11:07 AM, [EMAIL PROTECTED] wrote: Hi Robert, Sorry for the noise. In part I couldn't remember what I'd asked before, but also the emphasis of my request was slightly different in that, as I don't know creator at all and don't even have the application, I don't know what other formats it can take in. I do, however, have a client who needs to get models into that package. I was merely asking whether there was an alternative route to getting an osg scene into creator - even via a third party if necessary - so that I could at least get something for my client whilst the OSG pluggin was being developed further by Paul. I shall assume, from your response, that there isn't really an alternative that I can take, and I shall await the release of the new pluggin from Paul. Once again, sorry for the noise. Kind regards Neil. ___ 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] Testing of SVN version please
Hi Ulrich, On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield [EMAIL PROTECTED] wrote: I've seen reports of this type of problem before - definition of static values in headers, can't remember the exact times but its happened a couple of time in osg history. Fixes would be to move the definition into the .cpp, to change to using #define or to use an enum. I'll have a bash with converting it to an enum. Changing to enum certainly keeps things compiling under Linux. Could you do an svn update and let me now how the compile is? Once I've got confirmation that this works I'll go ahead and make 2.3.5. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
Hi Tony, Thanks for the feedback. I'm aware of the threading issue in osgGA::StateSetManipulator, its easy to fix by setting the DataVariance of the StateSet it modifies to DYNAMIC, but... this will effectively forces the main thread to wait till the whole draw traversal is complete as the StateSet it modifies decorates the whole scene graph. This is rather a heavy impact for just occassionally responding to a key press so I'm looking for a solution that avoids this impact. While I wait for feedback on the OSX I'll ponder on this issue so more to see if I can come up with quick solution, but it may well be something that requires more extensive changes beyond StateSetManipulator and hence more time so would have to wait till after 2.3.5. Robert. On Fri, Mar 14, 2008 at 10:24 AM, Tony Horrobin [EMAIL PROTECTED] wrote: OpenSceneGraph compiles cleanly in the RelWithDebInfo configuration. osgviewer cessnafire.osg There is an issue with toggling textures ( it becomes unresponsive or erratic after a while ) which is fixed by using --SingleThreaded Ubuntu 7.10 Linux 2.6.23.14 #2 SMP Wed Jan 30 16:54:58 GMT 2008 OpenGL renderer string: GeForce 8800 GTS/PCI/SSE2 OpenGL version string: 2.1.2 NVIDIA 169.09 Using built-in specs. Target: i486-linux-gnu Configured with: ../src/configure -v --enable-languages=c,c++,fortran,objc,obj-c++,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --with-gxx-include-dir=/usr/include/c++/4.1.3 --program-suffix=-4.1 --enable-__cxa_atexit --enable-clocale=gnu --enable-libstdcxx-debug --enable-mpfr --enable-checking=release i486-linux-gnu Thread model: posix gcc version 4.1.3 20070929 (prerelease) (Ubuntu 4.1.2-16ubuntu2) -Tony ___ 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] RE OSG to Multi-Gen Creator...
Creator 3.x Can open Open flight (versions back to 14.2) OBJ (wavefront and x-plane ) DXF ( older versions of DXF ) 3ds ( studio not max ) KML STL __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 14, 2008 7:11 AM To: OpenSceneGraph Users Subject: Re: [osg-users] RE OSG to Multi-Gen Creator... Hi Neil, I don't know Creator myself either, but I would have thought that it supports some of the export routes that the OSG has - COLLADA and .obj are two there there is a chance it'd support. Perhaps others with Creator itself will be able to answer it. As mentioned in another thread recently there is always 3rd party tools like Polytrans. Robert. On Fri, Mar 14, 2008 at 11:07 AM, [EMAIL PROTECTED] wrote: Hi Robert, Sorry for the noise. In part I couldn't remember what I'd asked before, but also the emphasis of my request was slightly different in that, as I don't know creator at all and don't even have the application, I don't know what other formats it can take in. I do, however, have a client who needs to get models into that package. I was merely asking whether there was an alternative route to getting an osg scene into creator - even via a third party if necessary - so that I could at least get something for my client whilst the OSG pluggin was being developed further by Paul. I shall assume, from your response, that there isn't really an alternative that I can take, and I shall await the release of the new pluggin from Paul. Once again, sorry for the noise. Kind regards Neil. ___ 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] RE OSG to Multi-Gen Creator...
What model format are the files your client is using in ? As a pointed out before if your clients models are in any industry standard then you can use Poltytrans or Deep exploration to convert them to Creators Openflight format see www.okino.com www.righthemisphere.com If you have files just in a native OSG format then you can use Remo3d http://www.remograph.com/ but I would hope your client has their original model sources or are they trying to convert DB's supplied by some one else in osg/ive formats ? __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, March 14, 2008 7:08 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] RE OSG to Multi-Gen Creator... Hi Robert, Sorry for the noise. In part I couldn't remember what I'd asked before, but also the emphasis of my request was slightly different in that, as I don't know creator at all and don't even have the application, I don't know what other formats it can take in. I do, however, have a client who needs to get models into that package. I was merely asking whether there was an alternative route to getting an osg scene into creator - even via a third party if necessary - so that I could at least get something for my client whilst the OSG pluggin was being developed further by Paul. I shall assume, from your response, that there isn't really an alternative that I can take, and I shall await the release of the new pluggin from Paul. Once again, sorry for the noise. Kind regards Neil. ___ 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] Testing of SVN version please
Hi Tony et al, On Fri, Mar 14, 2008 at 11:36 AM, Robert Osfield [EMAIL PROTECTED] wrote: While I wait for feedback on the OSX I'll ponder on this issue so more to see if I can come up with quick solution, but it may well be something that requires more extensive changes beyond StateSetManipulator and hence more time so would have to wait till after 2.3.5. I've implemented a solution to the threading issue in StateSetManipulator. The solution is to clone the StateSet before modifying it, and reassigned this cloned StateSet to the parents of the original StateSet. This process effectively disconnects the original StateSet from the scene graph but otherwise keeps all its variable in tack - so the that the draw traversal that will be running in parallel with the updates (when multi-threaded) will not be affected as it's got its own ref_ptr to the StateSet. My testing at this end suggest that the fixes is solid. If things work out this is possible solution that I could add directly to StateSet, providing a convenience function for doing this cloning and reassignment. Could you do an svn update and let me know if the fix works at you end as well. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE OSG to Multi-Gen Creator...
Hi Robert and Gordon, Many thanks for the responses. I think I failed to make my problem clear. Sorry. I have an OSG scene. My client needs to load this into Creator to do some additional work on it. Once he has finished his work, he exports to FLT from Creator, and runs osgconv to convert it to an IVE file. I'm looking for a means of doing the transfer from OSG to Creator. The rest is already sorted. Whilst the FLT export pluggin was being developed I hoped to achieve the export from OSG to Creator via another format. My colleague looked at .obj but the results from the OSG export weren't good (apparently - though I haven't seen them myself). I don't think we tried the COLLADA, but given your response, Gordon, I suspect I'm not going to be successful there. Looked at Polytrans as we already have a version here, but didn't spot any support for COLLADA. Thanks for your help on this. Regards Neil ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT and multi-pass rendering
Hi, I'm now developing rendering software and need RTT and multi-pass rendering. A box in scene contains volume data to render. Here is volume rendering process: Pass 1: Render Scene with box front face render, to textureFront. Pass 2: Render Scene with box back face render, to textureBack. Pass 3: Subtract back face from front face to get textureRayLengh. Pass 4: Render box. So I need RTT and multi-pass rendering technology in OpenSceneGraph. My idea about this question is: use two PRE_RENDER camera to render textureFront, textureBack and one PRE_RENDER camera to render textureRayLength. And a regular camera to render the box. I've look into osgFX and found that could solve my problem by defining three passes for the first three passes, then a individual camera to finish the last job. And my question is is there a simple and fast way to do these? Please me a hand, thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE OSG to Multi-Gen Creator...
look at Remo3d http://www.remograph.com/ it can import .osg files directly as its written using OSG as its rendering engine and can write to OpenFlight -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, March 14, 2008 9:17 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] RE OSG to Multi-Gen Creator... Hi Robert and Gordon, Many thanks for the responses. I think I failed to make my problem clear. Sorry. I have an OSG scene. My client needs to load this into Creator to do some additional work on it. Once he has finished his work, he exports to FLT from Creator, and runs osgconv to convert it to an IVE file. I'm looking for a means of doing the transfer from OSG to Creator. The rest is already sorted. Whilst the FLT export pluggin was being developed I hoped to achieve the export from OSG to Creator via another format. My colleague looked at .obj but the results from the OSG export weren't good (apparently - though I haven't seen them myself). I don't think we tried the COLLADA, but given your response, Gordon, I suspect I'm not going to be successful there. Looked at Polytrans as we already have a version here, but didn't spot any support for COLLADA. Thanks for your help on this. Regards Neil ___ 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] Testing of SVN version please
Hi Andy, On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner [EMAIL PROTECTED] wrote: I've just seen a compile error in osgviewerWX.cpp on OSX, complaining that cout is not a member of std. I'll get back to you about it as soon as I can. To try and fix this I've added an include iostream to osgviewerWX.cpp, could you do an svn update and let me know if its fixed. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget 0.1.6 /osgText
On Fri, 2008-03-14 at 20:12 +1300, Gert van Maren wrote: Hi Robert, Looks like it. I have to go back to 97.XX driver to get rid of the crash but now I get other issues - BSOD occasionally. Is it osgWidget causing the BSOD, or just other things with that driver version? If I could track down a workaround for newer versions, I most certainly would--but every debugging app I've run watches the crash happen in proprietary libGL and stops there... G Hi Gert, This is almost certainly a driver bug... If getting rid of spaces fixes the problem perhaps its the spaces rendering in with coincident vertices or something, legal but triggering the bug no less. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
I didn't do the update, but I did the same thing you did, and it compiled for me. So I'm set. I was just about to send you my file. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 14, 2008 9:44 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Testing of SVN version please Hi Andy, On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner [EMAIL PROTECTED] wrote: I've just seen a compile error in osgviewerWX.cpp on OSX, complaining that cout is not a member of std. I'll get back to you about it as soon as I can. To try and fix this I've added an include iostream to osgviewerWX.cpp, could you do an svn update and let me know if its fixed. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
Thanks for the fix, Robert. My mistake on that. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 14, 2008 5:12 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Testing of SVN version please Hi Ulrich, On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield [EMAIL PROTECTED] wrote: I've seen reports of this type of problem before - definition of static values in headers, can't remember the exact times but its happened a couple of time in osg history. Fixes would be to move the definition into the .cpp, to change to using #define or to use an enum. I'll have a bash with converting it to an enum. Changing to enum certainly keeps things compiling under Linux. Could you do an svn update and let me now how the compile is? Once I've got confirmation that this works I'll go ahead and make 2.3.5. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
On Fri, Mar 14, 2008 at 2:03 PM, Tony Horrobin [EMAIL PROTECTED] wrote: Hi Robert, I think you forgot to commit osgGA/StateSetManipulator because it's complaining about the clone() not being declared. However, when I add the declaration it compiles and the texture toggle works as expected. Ouch, now fixed, sorry about the missing checkin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
Hi Robert, I think you forgot to commit osgGA/StateSetManipulator because it's complaining about the clone() not being declared. However, when I add the declaration it compiles and the texture toggle works as expected. Cheers, -Tony ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of SVN version please
Hi All, I've just merged another fix so could users please do one last svn update just to double check that we haven't broken anything more and that all build errors are now fixed. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE OSG to Multi-Gen Creator...
Yes Paul is correct the process is not going to be lossless at the is time BTW that's the whole point of why all the big Modeling and Cad packages have adopted COLLADA to help in stopping the loosy transfers between packages etc.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, March 14, 2008 10:00 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] RE OSG to Multi-Gen Creator... I have an OSG scene. My client needs to load this into Creator to do some additional work on it. Once he has finished his work, he exports to FLT from Creator, and runs osgconv to convert it to an IVE file. You might already be aware of this but model conversion round trips can be lossy. If your source scene graph uses features that don't map well to FLT features, or the modifications in Creator use features that don't map well to OSG features, the non-mapped features will drop during conversion. So, the round trip you describe will only be successful if the scene graph and FLT mods are made with an intimate knowledge of what features are supported by the converters. -Paul ___ 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] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
Hi All, Details on the new release (rather short on detail, you'll need to look at the ChangeLog which is pretty full if you want all the details): http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.3.5, released on 14th March 2008. Changes include : New osgthirdpersonview example that demonstrate use of CompositeViewer? to create a 3rd person view on the main windows view, and a new osgmultitexturecontrol example that demonstrate how to implement smooth blending between different layers in a whole earth paged database using multi-texturing. Various bug, cross platform build, typo fixes and minor feature enhancements. source package : OpenSceneGraph-2.3.5.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.5 OpenSceneGraph I've also tagged the VirtualPlanetBuidlder 0.9.6 release: http://www.openscenegraph.org/projects/VirtualPlanetBuilder -- Both these projects are nearing the point that I could probably do OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both are pretty near feature complete enough to go with a stable release, so its really about making sure they are robust enough and compile properly across platforms. If these dev releases look reasonable then we could possible go for a stable release of both projects in the next week or two. Thoughts on stable releases? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Debug JPEG plugin issues
For some time now, I've been unable to load the Debug JPEG plugin osgdb_jpegd.dll. The Release build works just fine. Because I'm on Windows, I had assumed this was some runtime library / PATH issue Today, this finally bugged me enough to investigate it. I looked at osgdb_jpegd.dll the old depends.exe (from VC6 days) and it doesn't indicate any problems. And indeed it turns out it's not a DLL issue, apparently. It seems to be a problem with the 3rdparty binary libjpegD.lib. If I have the CMake variable JPEG_LIBRARY_DEBUG set to libjpegD.lib, then the resulting Debug JPEG plugin refuses to load. On the other hand, with JPEG_LIBRARY_DEBUG set to libjpeg.lib, the Debug JPEG plugin loads and runs just fine. As luck would have it, Mike Weiblen and I are having breakfast tomorrow, so I'll ask him if he knows anything about why this would be happening. Just wanted to post this here in case others are encountering the same issue. 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] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.
Robert: Since parts of OSG uses GDAL and GDAL is about ready to issue a stable release, would it be a good idea to time the OSG release shortly after GDAL release? Bruce -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 14, 2008 12:54 PM To: OpenSceneGraph Users Subject: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged. Hi All, Details on the new release (rather short on detail, you'll need to look at the ChangeLog which is pretty full if you want all the details): http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperRelea ses * OpenSceneGraph-2.3.5, released on 14th March 2008. Changes include : New osgthirdpersonview example that demonstrate use of CompositeViewer? to create a 3rd person view on the main windows view, and a new osgmultitexturecontrol example that demonstrate how to implement smooth blending between different layers in a whole earth paged database using multi-texturing. Various bug, cross platform build, typo fixes and minor feature enhancements. source package : OpenSceneGraph-2.3.5.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph -2.3.5 OpenSceneGraph I've also tagged the VirtualPlanetBuidlder 0.9.6 release: http://www.openscenegraph.org/projects/VirtualPlanetBuilder -- Both these projects are nearing the point that I could probably do OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both are pretty near feature complete enough to go with a stable release, so its really about making sure they are robust enough and compile properly across platforms. If these dev releases look reasonable then we could possible go for a stable release of both projects in the next week or two. Thoughts on stable releases? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.
On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce [EMAIL PROTECTED] wrote: Robert: Since parts of OSG uses GDAL and GDAL is about ready to issue a stable release, would it be a good idea to time the OSG release shortly after GDAL release? I don't have a problem with going first, it'd make sense to double check that the up comming GDAL release will work with whatever we push out. Testing against GDAL SVN will be a useful test as would upping version number in the search for this GDAL within the OSG's CmakeModle/FindGDAL.cmake file. Do you know what the version number of GDAL will be, and the possible time frame for its realease? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6devrelease tagged.
GDAL version 1.5.1 testing is underway. RC3 was just cut so I would assume it will release soon. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 14, 2008 2:14 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6devrelease tagged. On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce [EMAIL PROTECTED] wrote: Robert: Since parts of OSG uses GDAL and GDAL is about ready to issue a stable release, would it be a good idea to time the OSG release shortly after GDAL release? I don't have a problem with going first, it'd make sense to double check that the up comming GDAL release will work with whatever we push out. Testing against GDAL SVN will be a useful test as would upping version number in the search for this GDAL within the OSG's CmakeModle/FindGDAL.cmake file. Do you know what the version number of GDAL will be, and the possible time frame for its realease? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug JPEG plugin issues
Hi Paul I have noticed issues like this recently. it does not seem you can make Cmake distinguish between release and debug here, its causing use grief as we try to migrate to 2.3.x maybe there is a way to do this but I don't know enough about Cmake etc... I'm having basic issue of even stepping into OSG libs/source now were using Cmake. I don't know if it something in out VS project settings or a Cmake setting that is stopping this but its annoying I'm trying to trace an issue with OSGtext crashing with a vector dereference issue after changing the text ( random) but cannot step in to the dang source which is frustrating _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, March 14, 2008 1:04 PM To: 'OpenSceneGraph Users' Subject: [osg-users] Debug JPEG plugin issues For some time now, I've been unable to load the Debug JPEG plugin osgdb_jpegd.dll. The Release build works just fine. Because I'm on Windows, I had assumed this was some runtime library / PATH issue Today, this finally bugged me enough to investigate it. I looked at osgdb_jpegd.dll the old depends.exe (from VC6 days) and it doesn't indicate any problems. And indeed it turns out it's not a DLL issue, apparently. It seems to be a problem with the 3rdparty binary libjpegD.lib. If I have the CMake variable JPEG_LIBRARY_DEBUG set to libjpegD.lib, then the resulting Debug JPEG plugin refuses to load. On the other hand, with JPEG_LIBRARY_DEBUG set to libjpeg.lib, the Debug JPEG plugin loads and runs just fine. As luck would have it, Mike Weiblen and I are having breakfast tomorrow, so I'll ask him if he knows anything about why this would be happening. Just wanted to post this here in case others are encountering the same issue. 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] Debug JPEG plugin issues
Hi Gordon -- I'm not having the issue you describe. I do the following, and VS is always able to find the OSG symbol information and step through the code: 1) Build OSG 2) Right click on INSTALL and select Build. This copies OSG runtime into C:\Program Files\OpenSceneGraph (headers, libs, and DLLs). 3) When building my app, always include headers from and link with libraries in, C:\Program Files\OpenSceneGraph (_not_ the source tree). 4) Put C:\Program Files\OpenSceneGraph\bin in my system PATH. When I run my apps, I can always set breakpoints in, and step through, OSG code, no problem. Hope that helps, -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Friday, March 14, 2008 12:51 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Debug JPEG plugin issues Hi Paul I have noticed issues like this recently. it does not seem you can make Cmake distinguish between release and debug here, its causing use grief as we try to migrate to 2.3.x maybe there is a way to do this but I don't know enough about Cmake etc... I'm having basic issue of even stepping into OSG libs/source now were using Cmake. I don't know if it something in out VS project settings or a Cmake setting that is stopping this but its annoying I'm trying to trace an issue with OSGtext crashing with a vector dereference issue after changing the text ( random) but cannot step in to the dang source which is frustrating _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, March 14, 2008 1:04 PM To: 'OpenSceneGraph Users' Subject: [osg-users] Debug JPEG plugin issues For some time now, I've been unable to load the Debug JPEG plugin osgdb_jpegd.dll. The Release build works just fine. Because I'm on Windows, I had assumed this was some runtime library / PATH issue Today, this finally bugged me enough to investigate it. I looked at osgdb_jpegd.dll the old depends.exe (from VC6 days) and it doesn't indicate any problems. And indeed it turns out it's not a DLL issue, apparently. It seems to be a problem with the 3rdparty binary libjpegD.lib. If I have the CMake variable JPEG_LIBRARY_DEBUG set to libjpegD.lib, then the resulting Debug JPEG plugin refuses to load. On the other hand, with JPEG_LIBRARY_DEBUG set to libjpeg.lib, the Debug JPEG plugin loads and runs just fine. As luck would have it, Mike Weiblen and I are having breakfast tomorrow, so I'll ask him if he knows anything about why this would be happening. Just wanted to post this here in case others are encountering the same issue. 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] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
Hello Robert, Both these projects are nearing the point that I could probably do OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both are pretty near feature complete enough to go with a stable release, so its really about making sure they are robust enough and compile properly across platforms. If these dev releases look reasonable then we could possible go for a stable release of both projects in the next week or two. One thing I'd really like to see before a stable release is done is to make sure any osgShadow weirdness is behind us, that it behaves predictably at least in --sm mode, if not --pssm as well (which looks harder to debug to me). I'm sure many others are in the same situation I am: I can keep up with SVN on my personal machine, but we can't ship SVN or even developer releases to clients. So I would really like shadowing to work in 2.4 as opposed to pushing it off till 2.5.0 or something like that. I think shadowing is the only area that's a bit dodgy right now, so I would really appreciate it if some of the really shadow-savvy people would make a blitz and try to fix the issues to make the issues go away. I can definitely help on the testing side, but my shadow expertise is a bit limited (for now) to the theoretical algorithms, so I can't really debug the OSG implementation of them myself... Sorry about that. I know one of the people who can help in this is Wojtek Lewandowski. This is pretty much a plea for your cooperation, Wojtek :-) Even if you can't integrate LisPSM on time for 2.4, if at least SM works predictably (and as a bonus, PSSM), we would really appreciate it. I realize I'm making demands and not offering much (other than my time as a tester) and the issues might be bigger than I think they are, but it would really help us if this were sorted for 2.4. Thanks in advance to anyone willing to chip in on this. J-S -- __ Jean-Sébastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
Hi again Robert, Both these projects are nearing the point that I could probably do OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both are pretty near feature complete enough to go with a stable release, so its really about making sure they are robust enough and compile properly across platforms. If these dev releases look reasonable then we could possible go for a stable release of both projects in the next week or two. One other thing, I'll try to link our internal projects with 2.3.5 and see if all goes well. That will give us an indication of whether to expect difficulties when we move from 2.2 to 2.4. We have a deadline coming March 31st so I won't be able to do more than rudimentary testing (mostly looking if it runs and if shadows work) but hopefully this will help gather real data instead of speculating at what might or might not work in our context. Thanks to all for your hard work BTW. Working with this community and with OSG itself is a real pleasure, even if it's a bit more stressful when working at a real job as opposed to a Masters thesis :-) J-S -- __ Jean-Sébastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug JPEG plugin issues
Hi Paul Thanks, found the issue on not being able to step in was a config script failure on my part. We don't use paths at all this is a No no for apps, using paths to find binaries can be very bad under dumb old windows. so were are not allowed to do it _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, March 14, 2008 3:37 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Debug JPEG plugin issues Hi Gordon -- I'm not having the issue you describe. I do the following, and VS is always able to find the OSG symbol information and step through the code: 1) Build OSG 2) Right click on INSTALL and select Build. This copies OSG runtime into C:\Program Files\OpenSceneGraph (headers, libs, and DLLs). 3) When building my app, always include headers from and link with libraries in, C:\Program Files\OpenSceneGraph (_not_ the source tree). 4) Put C:\Program Files\OpenSceneGraph\bin in my system PATH. When I run my apps, I can always set breakpoints in, and step through, OSG code, no problem. Hope that helps, -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Friday, March 14, 2008 12:51 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Debug JPEG plugin issues Hi Paul I have noticed issues like this recently. it does not seem you can make Cmake distinguish between release and debug here, its causing use grief as we try to migrate to 2.3.x maybe there is a way to do this but I don't know enough about Cmake etc... I'm having basic issue of even stepping into OSG libs/source now were using Cmake. I don't know if it something in out VS project settings or a Cmake setting that is stopping this but its annoying I'm trying to trace an issue with OSGtext crashing with a vector dereference issue after changing the text ( random) but cannot step in to the dang source which is frustrating _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, March 14, 2008 1:04 PM To: 'OpenSceneGraph Users' Subject: [osg-users] Debug JPEG plugin issues For some time now, I've been unable to load the Debug JPEG plugin osgdb_jpegd.dll. The Release build works just fine. Because I'm on Windows, I had assumed this was some runtime library / PATH issue Today, this finally bugged me enough to investigate it. I looked at osgdb_jpegd.dll the old depends.exe (from VC6 days) and it doesn't indicate any problems. And indeed it turns out it's not a DLL issue, apparently. It seems to be a problem with the 3rdparty binary libjpegD.lib. If I have the CMake variable JPEG_LIBRARY_DEBUG set to libjpegD.lib, then the resulting Debug JPEG plugin refuses to load. On the other hand, with JPEG_LIBRARY_DEBUG set to libjpeg.lib, the Debug JPEG plugin loads and runs just fine. As luck would have it, Mike Weiblen and I are having breakfast tomorrow, so I'll ask him if he knows anything about why this would be happening. Just wanted to post this here in case others are encountering the same issue. 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] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.
On Fri, Mar 14, 2008 at 7:43 PM, Jean-Sebastien Guay [EMAIL PROTECTED] wrote: One thing I'd really like to see before a stable release is done is to make sure any osgShadow weirdness is behind us, that it behaves predictably at least in --sm mode, if not --pssm as well (which looks harder to debug to me). It would be very good to solve the osgShadow problems. It'd be interesting to revert to osgShadow in 2.2 and then step forward I'd also like to get the polygon offset fleshed out across different hardware. Next week I'll put together the test app for this purpose. This is a topic another thread though as osgShadow is pretty involved. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with using IntersectionVisitor to obtain the viewing matrices
Dear all, I'm trying to obtain the model matrix, the view matrix, the projection matrix and the window matrix. I used the following piece of code in my pick event handler. protected unsafe bool pick(OsgGA.GUIEventAdapter ea, OsgViewer.Viewer viewer) { .. picker = new OsgUtil.LineSegmentIntersector(OsgUtil.Intersector.CoordinateFrame.PROJECTION, ea.getXnormalized(), ea.getYnormalized()); OsgUtil.IntersectionVisitor iv = new OsgUtil.IntersectionVisitor(picker); viewer.getCamera().accept(iv); Osg.Matrix VPW = new Matrix(); if (iv.getWindowMatrix()!=null) { Osg.Matrix mm = new Osg.Matrix(iv.getWindowMatrix().ptr()); VPW.preMult(mm); } if (iv.getProjectionMatrix() != null) { Osg.Matrix mm = new Osg.Matrix(iv.getProjectionMatrix().ptr()); VPW.preMult(mm); } if (iv.getViewMatrix() != null) { Osg.Matrix mm = new Osg.Matrix(iv.getViewMatrix().ptr()); VPW.preMult(mm); } if (iv.getModelMatrix() != null) { Osg.Matrix mm = new Osg.Matrix(iv.getModelMatrix().ptr()); VPW.preMult(mm); } .. } But the iv object could never return any matrix and all the Boolean expression in the if statement always equal to false. I'm wondering what is wrong here. Is there any thing else that I need to do before I can obtain the matrices? Any help is appreciated! Regards, Ke Li _ Connect and share in new ways with Windows Live. http://www.windowslive.com/share.html?ocid=TXT_TAGHM_Wave2_sharelife_012008___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] A simulation project
Hi guys, iam a final year computer science student and i want to do a project on Simulation of the faculty's building resources. Iam interested in simulating the resources available at the faculty(labs and classrooms) to find out if they could handle a larger number of students or in case new courses were added to the curriculum. My question is could i be able to use OSG? Iam quite new in the field of OSG and would luv to learn more. Thanx Harold ___ Rise to the challenge for Sport Relief with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgDotNet
Hello All, We are using OsgDotNet and noticed a couple of things we would like to ask about. 1. We noticed that the quat multiply is not exported in .NET. We saw that this was because of the OsgIntrospection not properly exporting some of the overloaded operators, so there are probably other ones besides quat multiply. We were going to go ahead and implement it ourselves, but I wanted to see if there was some standard way people were using to provide for themselves these kinds of operators. 2. We have some code that was written in straight C++ and OSG, building some scene graphs we would like to include. We WERE using Managed C++ and our own OSG kinds of wrappers to make that interop work. Now we are moving over to OsgDotNet and we were looking for a way to wrap stuff written in C++. Any way to do that? Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] game like movement
Hi Seppo, Actually, It could be. But I don't know any example like your description. So you have to specify an related osg examples. For example you can get a mouse coordinates from osghanglide example. In that example terrain model was rotated by mouse directions. And the second part of your description is moving by using forward (like directional buttons) button. It was normal osgGA keyboard controlling. You can find lots of keyboard controlling code part in osg examples. I thing that information would be benefical. Good Luck! ÜMİT UZUNhttp://umituzun84.blogspot.com/ From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Sat, 15 Mar 2008 01:18:36 +0200 Subject: [osg-users] game like movement Hi, How can I create a game-like moving? This means, that I can use mouse to look around and move with arrow keys – forward arrow key moving to direction I am looking with mouse. From the example files I found only one kind of movement, and not this kind at all.. Thanks in advance! Seppo _ Windows Live Messenger'ın için Ücretsiz 30 İfadeyi yükle http://get.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org