Re: [osg-users] Matrixf and Quat problem

2008-03-14 Thread Vincent Bourdier
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

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Re: [osg-users] PositionAttitudeTransform question

2008-03-14 Thread Vincent Bourdier
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?
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] observer_ptr get() return type issue

2008-03-14 Thread Robert Osfield
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

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Re: [osg-users] osgWidget

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] Matrixf and Quat problem

2008-03-14 Thread Vincent Bourdier
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
 
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Tony Horrobin
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

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Re: [osg-users] Matrixf and Quat problem

2008-03-14 Thread Ralph Kern
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

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Ulrich Hertlein
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

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[osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread neil.hughes
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.

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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



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Re: [osg-users] Matrixf and Quat problem

2008-03-14 Thread Vincent Bourdier
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


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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Robert Osfield
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.

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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



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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Gordon Tomlinson
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 




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Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

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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.

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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Gordon Tomlinson
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.

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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[osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread neil.hughes
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
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[osg-users] RTT and multi-pass rendering

2008-03-14 Thread hesicong2006
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!


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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Gordon Tomlinson
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
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] osgWidget 0.1.6 /osgText

2008-03-14 Thread Jeremy Moles

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.
 
 
 

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Andy Skinner
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.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Paul Martz
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.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Tony Horrobin
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

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Gordon Tomlinson
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

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[osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Robert Osfield
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.
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[osg-users] Debug JPEG plugin issues

2008-03-14 Thread Paul Martz
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
 
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.

2008-03-14 Thread Clay, Bruce
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.
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.

2008-03-14 Thread Robert Osfield
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.
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6devrelease tagged.

2008-03-14 Thread Clay, Bruce
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.
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Re: [osg-users] Debug JPEG plugin issues

2008-03-14 Thread Gordon Tomlinson
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
 
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Re: [osg-users] Debug JPEG plugin issues

2008-03-14 Thread Paul Martz
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
 

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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Jean-Sebastien Guay
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
-- 
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http://whitestar02.webhop.org/

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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Jean-Sebastien Guay
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
-- 
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] Debug JPEG plugin issues

2008-03-14 Thread Gordon Tomlinson
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
 

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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Robert Osfield
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.
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[osg-users] Problem with using IntersectionVisitor to obtain the viewing matrices

2008-03-14 Thread Ke Li
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



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[osg-users] A simulation project

2008-03-14 Thread wanyama harold
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


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[osg-users] OsgDotNet

2008-03-14 Thread rpingry
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
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Re: [osg-users] game like movement

2008-03-14 Thread ümit uzun


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







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