Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Ben Discoe
Mike,

Thanks very much for all you do with putting up the dependencies.

 um ok.  On Dependencies
 the second paragraph (_before_ mention of the almost 3 year old .zip
 archive) clearly informs: [..] required for
 OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can
 be download/browsed via svn at:

Uh, having people log into source control to grab some headers/libs is mighty 
strange; nigh unheard of.  (IMHO Libs are binaries and should never go into 
source control in any case.)  Like many people, i skipped over the strange 
mention of SVN to find the actual downloadable header/libs.  The very first 
mention of them is:
3rdParty_Win32binaries_2005_05_10.zip

This is the zip that people are effectively directed to.

 Also, for the convenience of folks that have difficulty access svn, I
 recently posted a .zip snapshot of the current 3rdParty.  I annouced
 it on this list a day or two ago.

Yes, but that's vc8 only.  I have to build both vc71 and vc8.

 Not sure why you feel you're not able to build 2.4.0.

Ultimately, by doing detective work, i was able to get closer:  I grabbed the 
new freetype and built it myself.  But IMHO there's really no good reason to 
require people to do that.

 That old 2005 .zip was preserved to support folks building older
 OSGversions, but since that audience is steadily shrinking, it should
 be marked deprecated or removed.

I wouldn't take it away quite yet, as it's the only option available for vc71 
people.  But you should explain about how they need to go find the freetype 
source and build it themselves.

Thanks,
Ben


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Re: [osg-users] Render to 3D texture example and questions

2008-05-01 Thread hesicong2006




Yes, I'm running in debug mode under Windows Server 2008 with 174.74
driver and enabled Aero. 

NVIDIA OpenGL SDK 10 gives me a 3D texture rendering demo. This demo
first bind one of the slice of 3D texture and then perform some render
to update the texture. Three 128*128*128 3D texture are used, but it
shows above 60 fps. What I have to do in my OSG program is to
simulation the way the demo does, so I have to create 256 cameras and
bind every slice to them. I think this will be a huge rendering work
for GPU and also for OSG. 
So I'm wondering if some works can do to reduce the cameras or I have
to write my special 3D texture rendering camera? 

Ulrich Hertlein wrote:

  Hi,

Quoting hesicong2006 [EMAIL PROTECTED]:
  
  
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see

  
  
Keep in mind that you're rendering 256 cameras (i.e. separate images) every
frame.
Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable
there's nothing that leaps out.

Are you runnin debug mode?
I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX).

/ulrich

  




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[osg-users] 1D or 2D evaluators in OSG

2008-05-01 Thread Franclin Foping
Hi,
 I just want to know if OSG supports 1D or 2D evaluators with the likes of 
glMap?
 Any pseudo code will be appreciated.
 Regards,
 Franclin.

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[osg-users] Alter texture coordinates of built-in shape drawables

2008-05-01 Thread Franclin Foping
Hi,
 Is it possible to change the texture coordinates of built-in shape drawable 
objects (Sphere, Capsule and so forth)? 
 Waiting for your reply.
 Franclin.

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Re: [osg-users] osgMovie problem

2008-05-01 Thread Colin Dunlop
Hi Ariel,

I just tried setting OSG_NOTIFY_LEVEL to DEBUG and tried this
again with a 2.4 svn checkout and I get this:

G:\users\colin\OSGosgmovie Sample.mov

GraphicsContext::setWindowingSystemInterface() 00DD8730 1018C218
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='G:\users\colin\OSG\build\WIN32_VC8\bin'
FindFileInPath() : trying 
G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll ...
FindFileInPath() : USING 
G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll
Opened DynamicLibrary osgPlugins-2.4.0/osgdb_qt.dll
FindFileInPath(Sample.mov): returning Sample.mov
Quicktime initialized successfully
QT-ImageStream: loading quicktime movie from Sample.mov
MovieData :: opening movie 'Sample.mov'
movietime: 0 rate: 0 state 0 playing: 0 done 0  1/0
View::setSceneData() Reusing exisitng scene00DDD790
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Viewer::realize() - No valid contexts found, setting up view across all 
screens.
GraphicsContext::getWindowingSystemInterface() 00DD8730 1018C218
GraphicsContext::registerGraphicsContext 00E1CB60
movietime: 0 rate: 0 state 1 playing: 0 done 0  1/1
new cmd: 1
applying loop mode 1
movietime: 0 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 0 rate: 1 state 0 playing: 1 done 0  1/1

Seems to work fine. As Stephan stated make sure that you
have the QuickTime SDK etc and double check that the plugin
actually builds and exists in bin\osgplugins-2.4.0\osgdb_qt.dll

Also is your .mov file somewhere that OSG can find it in the
OSG_FILE_PATH or in the CWD? Again setting the debug level will
be the best judge as to what is going wrong.

Cheers,

Colin.


Ariel wrote:
 Hi Stephan:
 I do ...
 But not work
 Ariel 
  
 /---Original Message---/
  
 /*From:*/ Stephan Huber mailto:[EMAIL PROTECTED]
 /*Date:*/ 04/30/08 08:32:41
 /*To:*/ OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org
 /*Subject:*/ Re: [osg-users] osgMovie problem
  
 Ariel Hutterer schrieb:
   Hi:
   I use osg 2.4 and windows XP.
   Try to see a movie .
   I wrote osgmovie mymovie.mov
   I receive Message:
   unable to read file ...
   I has installed in my computer quicktimesdk .
   So someone can help me?
   What is the problem???
  
 Did you compile the osg-quicktime-plugin? Use ccmake to set the include
 and lib paths to your quicktime sdk and rebuild the osg-quicktime-plugin
  
 HTH,
 Stephan
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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Gordon Tomlinson
Ben YOU can update the Wiki page if you think it wrong. and place the
correct info up there it is a wiki after all ;)


I have disagree with your view that binaries should never go into source
control. I believe having 3rdparty files that do not typically change are
perfect candidates for source control and we follow that doctrine at work
and it’s a system that is well proven and works well, ( for us ) and  have
seen the same usage many times 



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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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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe
Sent: Thursday, May 01, 2008 3:31 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Can't build OSG 2.4 on Windows following
GettingStarted guide

Mike,

Thanks very much for all you do with putting up the dependencies.

 um ok.  On Dependencies
 the second paragraph (_before_ mention of the almost 3 year old .zip
 archive) clearly informs: [..] required for
 OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can
 be download/browsed via svn at:

Uh, having people log into source control to grab some headers/libs is
mighty strange; nigh unheard of.  (IMHO Libs are binaries and should never
go into source control in any case.)  Like many people, i skipped over the
strange mention of SVN to find the actual downloadable header/libs.  The
very first mention of them is:
3rdParty_Win32binaries_2005_05_10.zip

This is the zip that people are effectively directed to.

 Also, for the convenience of folks that have difficulty access svn, I
 recently posted a .zip snapshot of the current 3rdParty.  I annouced
 it on this list a day or two ago.

Yes, but that's vc8 only.  I have to build both vc71 and vc8.

 Not sure why you feel you're not able to build 2.4.0.

Ultimately, by doing detective work, i was able to get closer:  I grabbed
the new freetype and built it myself.  But IMHO there's really no good
reason to require people to do that.

 That old 2005 .zip was preserved to support folks building older
 OSGversions, but since that audience is steadily shrinking, it should
 be marked deprecated or removed.

I wouldn't take it away quite yet, as it's the only option available for
vc71 people.  But you should explain about how they need to go find the
freetype source and build it themselves.

Thanks,
Ben


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[osg-users] loading LODs in orthographics projection

2008-05-01 Thread santosh
Hi all

I have a problem in loading LOD's in orthographic projection system.
In my application I have orthographics projection system and for zooming 
the view I am scaling the object but the LOD's are not getting loaded as 
I am zooming the view.

What I have to do for loading the details?
Does I have to change the position of camera and also scale the 
projection matrix ?


Thanks
Santosh
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Re: [osg-users] Render to 3D texture example and questions

2008-05-01 Thread hesicong2006




I think another way should be possible:
Only one RTT camera, under it there are 256 pieces of slice to render.
When render Nth slice, change RTT camera's Z index to N. Is it possible
to use osg::StateSet to do so?

Ulrich Hertlein wrote:

  Hi,

Quoting hesicong2006 [EMAIL PROTECTED]:
  
  
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see

  
  
Keep in mind that you're rendering 256 cameras (i.e. separate images) every
frame.
Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable
there's nothing that leaps out.

Are you runnin debug mode?
I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX).

/ulrich

  




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[osg-users] CMAKE Error: open

2008-05-01 Thread dtidev

Greetings All - 

I have an error with CMAKE generating build files for Visual Studio 9 2008 for 
the latest OpenSceneGraph (2.4.0).

The problem is when I select the static configuration 
(DYNAMIC_OPENSCENEGRAPH=OFF, DYNAMIC_OPENTHREADS=OFF), with BUILD_EXAMPLES=ON

The 'Configure' button works.

Then when pressing OK, I get?the error: 

CMakeError: Unknown Target referenced: osgdb_OpenFlight


The make processs errors out, and no examples are created.
This doesn't happen on the with dynamic options on.


I was wondering if any one has any suggestions?


Thank you for your assistance,
Curt
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[osg-users] Collada Animation

2008-05-01 Thread Kim C Bale
I've been using the Feeling Software ColladaMax exporter for 3DSMax to
export models so that I may use them in OSG. Now plain models work a
treat. However, I have been given a file that contains an animation, and
the animations don't appear to show when I load them into osgViewer.

 

I had a feeling that they wouldn't, but is there something that I can do
to enable them? Does anybody have any experience getting Collada model
animations into osg? Is it supported at all?

 

Regards,

 

Kim.

 

 

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[osg-users] Attaching a RenderBuffer to a camera

2008-05-01 Thread Jason Baurick
Hi,

I am having an issue with FrameBufferObjects and I was hoping someone could
help.  I want the master camera of my view to render to an FBO.  This works
fine by just calling
view-getCamera()-setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT).
However, I cannot figure out how to get the RenderBuffers the FBO has
attached to resize.  One thought I had was to instanciate my own
RenderBuffers and attach them to the camera, hower the attach method only
takes formats, textures or images.

Any ideas on how I could go about solving this problem?

-- 
--Jason Baurick
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[osg-users] LNK4217, LNK2019 Errors when compiling OSG

2008-05-01 Thread dtidev

Greetings - 



In compiling osg 1.2, I am getting the following problems:

LNK4217 - Locally defined symbol warning: 


osgplanets.obj : warning LNK4217: locally defined symbol [EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@Z (public: __thiscall 
osg::Array::Array(enum osg::Array::Type,int,unsigned int)) imported in function 
public: __thiscall osg::TemplateArrayclass 
osg::Vec3f,10,3,5126::TemplateArrayclass osg::Vec3f,10,3,5126(unsigned int) 
([EMAIL PROTECTED]@osg@@$09$02$0BEAG@@osg@@[EMAIL PROTECTED]@Z)



LNK2019 - Locally defined symbol warning: 


osgplanets.obj : error LNK2019: unresolved external symbol 
__declspec(dllimport) public: void __thiscall 
osg::AnimationPath::setLoopMode(enum osg::AnimationPath::LoopMode) ([EMAIL 
PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) referenced in function class 
osg::AnimationPath * __cdecl createAnimationPath(class osg::Vec3f const 
,float,double) (?createAnimationPath@@[EMAIL PROTECTED]@@[EMAIL 
PROTECTED]@[EMAIL PROTECTED])



All of the stuff i can find on unresolved externals is make sure all projects 
are compiled with /MTd for threading.
Really not sure what to do about LNK4217



Has anybody compiled OSG successfully on windows?

I've tried visual studio 2005 and 2008.

Any advice would be most helpful.
Thanks!
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Re: [osg-users] Collada Animation

2008-05-01 Thread Jeremy Moles

On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote:
 I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to
 export models so that I may use them in OSG. Now plain models work a
 treat. However, I have been given a file that contains an animation,
 and the animations don’t appear to show when I load them into
 osgViewer.
 
  
 
 I had a feeling that they wouldn’t, but is there something that I can
 do to enable them? Does anybody have any experience getting Collada
 model animations into osg? Is it supported at all?

A standard system for skeletal animation is something OSG currently
lacks. There was some discussion some months back about settling on one,
but that's unlikely to happen anytime soon.

For now, your main option is Cal3D. However, when I'm done with
osgWidget I'll probably devote that new time to helping Cedric Pinson
more with AnimTK, which I really believe to be a great toolkit (though
we'll have to eventually address it's usage of the GPL). I've already
contributed a bit to it and can speak for it's soundness, and both
myself and Cedric use Blender a great deal--so it's exporter there will
be rock solid. :)

I've made some videos of AnimTK mixing some simple animations from a
model made in Blender, they're on the osgWidget website (because it also
uses a simple osgWidget::Frame window :))

http://osgwidget.googlecode.com

I can tell you this though: AnimTK is divorced from any kind of mesh
format, so it wouldn't be impossible for the Collada plugin to use it to
facilitate it's animation in OSG one day...

 Regards,
 
  
 
 Kim.
 
  
 
  
 
 
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[osg-users] Ubuntu Package status

2008-05-01 Thread Michael . A . Bosse
As far as the 8.04 release is concerned, what is the status of the
Ubuntu package?
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Re: [osg-users] LNK4217, LNK2019 Errors when compiling OSG

2008-05-01 Thread Matthew . Little
Hey dtidev,

 

First you have to make sure you have the .libs for those classes
included in your project.

Also your executable will need access to the corresponding .dlls for
those classes. E.g. Copy the dlls to the directory where your executable
is.  

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, May 01, 2008 3:06 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] LNK4217, LNK2019 Errors when compiling OSG

 

Greetings - 



In compiling osg 1.2, I am getting the following problems:

LNK4217 - Locally defined symbol warning: 

osgplanets.obj : warning LNK4217: locally defined symbol
[EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@Z (public: __thiscall
osg::Array::Array(enum osg::Array::Type,int,unsigned int)) imported in
function public: __thiscall osg::TemplateArrayclass
osg::Vec3f,10,3,5126::TemplateArrayclass
osg::Vec3f,10,3,5126(unsigned int)
([EMAIL PROTECTED]@osg@@$09$02$0BEAG@@osg@@[EMAIL PROTECTED]@Z)



LNK2019 - Locally defined symbol warning: 

osgplanets.obj : error LNK2019: unresolved external symbol
__declspec(dllimport) public: void __thiscall
osg::AnimationPath::setLoopMode(enum osg::AnimationPath::LoopMode)
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) referenced
in function class osg::AnimationPath * __cdecl
createAnimationPath(class osg::Vec3f const ,float,double)
(?createAnimationPath@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED])



All of the stuff i can find on unresolved externals is make sure all
projects are compiled with /MTd for threading.
Really not sure what to do about LNK4217



Has anybody compiled OSG successfully on windows?

I've tried visual studio 2005 and 2008.

Any advice would be most helpful.
Thanks!



Plan your next roadtrip with MapQuest.com
http://www.mapquest.com/?ncid=mpqmap000304 : America's #1
Mapping Site. 

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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Mike Weiblen
Hi Ben,
responses inline...

On Thu, May 1, 2008 at 2:31 AM, Ben Discoe [EMAIL PROTECTED] wrote:
 Mike,

 Thanks very much for all you do with putting up the dependencies.

  um ok.  On Dependencies
  the second paragraph (_before_ mention of the almost 3 year old .zip
  archive) clearly informs: [..] required for
  OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can
  be download/browsed via svn at:

 Uh, having people log into source control to grab some headers/libs is mighty 
 strange; nigh unheard of.  (IMHO Libs are binaries and should never go into 
 source control in any case.)  Like many people, i skipped over the strange 
 mention of SVN to find the actual downloadable header/libs.

Maintaining the public access to the 3rdParty stuff via svn was
entirely my decision, to reduce my maintenance burden.  Using
Subversion's 'svn:external' property (essentially a
platform-independent symbolic link), one can completely avoid having
to download and integrate ever changing .zip snapshots; one single svn
update can update both your source trees and their dependencies.  The
whole issue of stale/obsolete .zip files goes away, It's really quite
nice.

Making .zip snapshots effectively introduces a second layer of manual
version control on top of svn.  Given the choice, I personally always
prefer a project's svn over their packaged .zip snapshots.  Ex: I have
one svn project that consists solely of empty directories and
svn:external references; w/ one svn update, a dozen completely
unrelated projects are synced to their current trunk.

Admittedly using svn for distribution is a bit off the usual path, but
we're all developers here, and I feel this is a sound idiom to pursue.


  Also, for the convenience of folks that have difficulty access svn, I
  recently posted a .zip snapshot of the current 3rdParty.  I annouced
  it on this list a day or two ago.

 Yes, but that's vc8 only.  I have to build both vc71 and vc8.

Yep, well, I actually build the 3rdParty binaries for my own use;
making them available to everyone else is a sideeffect.  I no longer
have access to a vc71 development system.  If you do make a set of 71
binaries, I'm sure there are folks that would really appreciate access
to them.

 Ultimately, by doing detective work, i was able to get closer:  I grabbed the 
 new freetype and built it myself.  But IMHO there's really no good reason to 
 require people to do that.

I assume you mean for vc71?   (There is no reason for anyone to build
freetype for vc8, unless there are issues I dont know about)

  That old 2005 .zip was preserved to support folks building older
  OSGversions, but since that audience is steadily shrinking, it should
  be marked deprecated or removed.

 I wouldn't take it away quite yet, as it's the only option available for vc71 
 people.  But you should explain about how they need to go find the freetype 
 source and build it themselves.

May I suggest you bundle up your proposed improvements to that wiki
page and send them to osg-submissions?  That way Robert will be sure
to see them and they wont get lost.

cheers
-- mew


-- 
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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Mike Weiblen
Hi J-S,

On Thu, May 1, 2008 at 8:35 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
...
 However, Mike, do the zips you posted contain source? Since you no
 longer have access to a VS71 build environment, I think it would be nice
 to make the source of the dependencies package available (in one
 complete package), so people who do can build them themselves if they
 want to. So perhaps a separate source zip would be nice.

I do not include the actual upstream source archives, but I do include
a script with exact URLs that will pull all those upstream archives
using wget.  So getting the sources is one wget away, assuming the
upstream site hasn't stopped serving the file.

 And I would suggest two changes to the page once Robert gets back from
 his trip:

 A) Make the text much clearer where it says that the new dependencies
 package is REQUIRED for OSG 2.3+. Maybe move the old dependencies
 package to an archived page for people who still use 2.2-.

 B) Upload the zips to the wiki directly, instead of linking to Mike's
 site. It not only looks more official that way, but the side benefit
 would be that others could contribute pre-built dependencies for build
 environments Mike doesn't have access to (if the page is un-protected,
 of course).

I'd suggest sending your enhancement proposals to osg-submissions so
they get appropriate attention.

cheers
-- mew




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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Jean-Sébastien Guay
Hi Mike,

 I do not include the actual upstream source archives, but I do include
 a script with exact URLs that will pull all those upstream archives
 using wget.  So getting the sources is one wget away, assuming the
 upstream site hasn't stopped serving the file.

OK, point taken. Thanks. (OP, perhaps you'll want to use this method to 
get the complete sources you need to build your dependencies for VS71?)

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Collada Animation

2008-05-01 Thread John F. Richardson
Hello,

The Web3D consortium has resurrected it's H-Anim working group. So, OSG
powers that be, might want to keep tabs on that working group. This would
possibly prevent many different skeletal standards among the Web3D / Collada
/ Scenegraph community.

John F. Richardson

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Moles
Sent: Thursday, May 01, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Collada Animation


On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote:
 I've been using the Feeling Software ColladaMax exporter for 3DSMax to
 export models so that I may use them in OSG. Now plain models work a
 treat. However, I have been given a file that contains an animation,
 and the animations don't appear to show when I load them into
 osgViewer.
 
  
 
 I had a feeling that they wouldn't, but is there something that I can
 do to enable them? Does anybody have any experience getting Collada
 model animations into osg? Is it supported at all?

A standard system for skeletal animation is something OSG currently
lacks. There was some discussion some months back about settling on one,
but that's unlikely to happen anytime soon.

For now, your main option is Cal3D. However, when I'm done with
osgWidget I'll probably devote that new time to helping Cedric Pinson
more with AnimTK, which I really believe to be a great toolkit (though
we'll have to eventually address it's usage of the GPL). I've already
contributed a bit to it and can speak for it's soundness, and both
myself and Cedric use Blender a great deal--so it's exporter there will
be rock solid. :)

I've made some videos of AnimTK mixing some simple animations from a
model made in Blender, they're on the osgWidget website (because it also
uses a simple osgWidget::Frame window :))

http://osgwidget.googlecode.com

I can tell you this though: AnimTK is divorced from any kind of mesh
format, so it wouldn't be impossible for the Collada plugin to use it to
facilitate it's animation in OSG one day...

 Regards,
 
  
 
 Kim.
 
  
 
  
 
 


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[osg-users] problem compiling OSG2.4 on MinGW

2008-05-01 Thread Linh Phan
Hi,

  I'm having a cannot find -ljpeg problem compiling OSG2.4 on MinGW, 
but when I do a ls on C:/Program Files/OpenSceneGraph/lib, I see:

C:/Program Files/OpenSceneGraph/lib/libjpeg.lib
C:/Program Files/OpenSceneGraph/lib/libjpegD.lib

(these are Michael's Prebuilt OSG binaries for Windows.)  Do you know 
what I did wrong?

Thanks,

Linh

make[2]: Entering directory `/g/pkgs/osg/buildosg'
Linking CXX shared module ../../../lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll
cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg  /C/Program\ Files/CMake\ 
2.4/bin/cmake.exe -P CMakeFiles/osgdb_ jpeg.dir/cmake_clean_target.cmake
cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg  
/C/Devel/MinGW/bin/g++.exe-shared -o ../../../lib/osgPlugin 
s-2.4.0/mingw_osgdb_jpeg.dll 
-Wl,--major-image-version,0,--minor-image-version,0 
CMakeFiles/osgdb_jpeg.dir/Re aderWriterJPEG.obj  
-L/G/pkgs/osg/buildosg/lib -LC:/Program\ Files/OpenSceneGraph/lib 
-lOpenThreads -losg -lo sgDB -losgUtil -ljpeg -losg -lOpenThreads 
-lglu32 -lopengl32
c:\Devel\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: 
cannot find -ljpeg
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll] Error 1
make[2]: Leaving directory `/g/pkgs/osg/buildosg'
make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] Error 2
make[1]: Leaving directory `/g/pkgs/osg/buildosg'
make: *** [all] Error 2


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[osg-users] OSG 2.4 problem reading tiffs.

2008-05-01 Thread [EMAIL PROTECTED]
Hello, 

I am using WinXP and MSVC 8 and had a working OSG 2.2 build
running.

I downloaded the 2.4 zip and the new 3rd part zip, run
cmake,
build the default viewer applications. 

Running osgviewerd with full debug I see the following
output. 


FindFileInPath(e:\Models\Earth\globe.obj): returning
e:\Models\Earth\globe.obj
Reading OBJ file
itr='e:\Models\Earth'
FindFileInPath() : trying E:\Models\Earth\globe.mtl ...
FindFileInPath() : USING E:\Models\Earth\globe.mtl
--globe.mtl--
--globe.mtl--
--E:\Models\Earth\globe.mtl--
Reading MTL file
itr='E:\OSG\BUILD\bin'
FindFileInPath() : Trying
E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll ...
FileFileInPath() : USING
E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll
DynamicLibrary::failed loading
osgPlugins-2.4.0/osgdb_tiffd.dll
Warning: Could not find plugin to read objects from file
e:\Models\Earth/land_ocean_ice_8192.tif


Given that it was failing to load the dll I loaded up
'depends' and 
found that the plugin was missing some dll's from the 3rd
party directory, 
so I copied all the dll's from the 3rd party tools into both
my build\bin
and my buld\bin\osgplugins directory. 

Still no luck reading tiff files. 

Anyone have any ideas on what I should check next? 






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Re: [osg-users] Collada Animation

2008-05-01 Thread Mike Weiblen
On Thu, May 1, 2008 at 4:06 PM, John F. Richardson
[EMAIL PROTECTED] wrote:
...
 So, OSG powers that be,
...

heh, we have seen the Powers That Be, and They is Us!
:-)

-- mew




  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
  Moles
  Sent: Thursday, May 01, 2008 12:31 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Collada Animation


  On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote:
   I've been using the Feeling Software ColladaMax exporter for 3DSMax to
   export models so that I may use them in OSG. Now plain models work a
   treat. However, I have been given a file that contains an animation,
   and the animations don't appear to show when I load them into
   osgViewer.
  
  
  
   I had a feeling that they wouldn't, but is there something that I can
   do to enable them? Does anybody have any experience getting Collada
   model animations into osg? Is it supported at all?

  A standard system for skeletal animation is something OSG currently
  lacks. There was some discussion some months back about settling on one,
  but that's unlikely to happen anytime soon.

  For now, your main option is Cal3D. However, when I'm done with
  osgWidget I'll probably devote that new time to helping Cedric Pinson
  more with AnimTK, which I really believe to be a great toolkit (though
  we'll have to eventually address it's usage of the GPL). I've already
  contributed a bit to it and can speak for it's soundness, and both
  myself and Cedric use Blender a great deal--so it's exporter there will
  be rock solid. :)

  I've made some videos of AnimTK mixing some simple animations from a
  model made in Blender, they're on the osgWidget website (because it also
  uses a simple osgWidget::Frame window :))

  http://osgwidget.googlecode.com

  I can tell you this though: AnimTK is divorced from any kind of mesh
  format, so it wouldn't be impossible for the Collada plugin to use it to
  facilitate it's animation in OSG one day...

   Regards,
  
  
  
   Kim.
  
  
  
  
  
  
  
  
  *
   To view the terms under which this email is distributed, please go to
  http://www.hull.ac.uk/legal/email_disclaimer.html
  
  
  *
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-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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Re: [osg-users] Render to 3D texture example and questions

2008-05-01 Thread Ulrich Hertlein
Quoting hesicong2006 [EMAIL PROTECTED]:
 I think another way should be possible:

 Only one RTT camera, under it there are 256 pieces of slice to render.
 When render Nth slice, change RTT camera's Z index to N. Is it possible
 to use osg::StateSet to do so?

I was actually wondering whether the nvidia demo only renders one or a few
cameras each frame to get to 60 Hz.

What you propose makes sense but not only would you need to change the target Z
slice but also aspects of the scene you're rendering.  Otherwise you get the
same result for each slice which is probably not what you want.

Try attaching an UpdateCallback to setup the slice each frame, I don't think it
can be done in the StateSet.

Cheers,
/ulrich
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Re: [osg-users] problem compiling OSG2.4 on MinGW

2008-05-01 Thread 王韬
I have compiled OSG on devcpp , and OK.

I transform all .lib to .a like these steps:
 pexports zlib1.dll  zlib1.def
 dlltool -k -d zlib1.def -l libzlib1.a
or like these steps
 reimp -d libmysql.lib
 dlltool -k -d libmysql.def -l libmysql.a

and under CMAKE,choose these .a files instead of .lib files.

I hope i have explained clearly.i am poor in english. 


[EMAIL PROTECTED]
2008-05-02 
- Original Message - 
From: Linh Phan 
To: OpenSceneGraph Users 
Sent: 2008-05-02, 05:43:57
Subject: [osg-users] problem compiling OSG2.4 on MinGW


Hi,

  I'm having a cannot find -ljpeg problem compiling OSG2.4 on MinGW, 
but when I do a ls on C:/Program Files/OpenSceneGraph/lib, I see:

C:/Program Files/OpenSceneGraph/lib/libjpeg.lib
C:/Program Files/OpenSceneGraph/lib/libjpegD.lib

(these are Michael's Prebuilt OSG binaries for Windows.) Do you know 
what I did wrong?

Thanks,

Linh

make[2]: Entering directory `/g/pkgs/osg/buildosg'
Linking CXX shared module ../../../lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll
cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg  /C/Program\ Files/CMake\ 
2.4/bin/cmake.exe -P CMakeFiles/osgdb_ jpeg.dir/cmake_clean_target.cmake
cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg  
/C/Devel/MinGW/bin/g++.exe -shared -o ../../../lib/osgPlugin 
s-2.4.0/mingw_osgdb_jpeg.dll 
-Wl,--major-image-version,0,--minor-image-version,0 
CMakeFiles/osgdb_jpeg.dir/Re aderWriterJPEG.obj 
-L/G/pkgs/osg/buildosg/lib -LC:/Program\ Files/OpenSceneGraph/lib 
-lOpenThreads -losg -lo sgDB -losgUtil -ljpeg -losg -lOpenThreads 
-lglu32 -lopengl32
c:\Devel\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: 
cannot find -ljpeg
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll] Error 1
make[2]: Leaving directory `/g/pkgs/osg/buildosg'
make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] Error 2
make[1]: Leaving directory `/g/pkgs/osg/buildosg'
make: *** [all] Error 2


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[osg-users] help me , about setProjectionMatrixAsOrtho2D

2008-05-01 Thread 王韬
Hi all.
I want to set maincamera to a 2D orthographic projection. I do like this

int main( int argc, char **argv )
{
 osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg);
 osgViewer::Viewer viewer;
 osg::ref_ptrosg::Group root = new osg::Group;
 root-addChild(loadedModel.get());
 viewer.setSceneData(root.get());

#if 1
 osg::Matrix matrix;
 
matrix.makeLookAt(osg::Vec3(0.0,-20.0,0.0),osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0));
 viewer.getCamera()-setViewMatrix(matrix);
// viewer.getCamera()-setProjectionMatrixAsPerspective( 60., 1., 1., 100. 
);//this OK
 viewer.getCamera()-setProjectionMatrixAsOrtho2D(0,1024,0,800);
 while(!viewer.done())
 {
  viewer.frame();
 }
 return 0; 
#else
 return viewer.run();
#endif
}

but I can't see anything.who can help me? thanks.
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Re: [osg-users] Collada Animation

2008-05-01 Thread Jason Daly
Kim C Bale wrote:

 I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to 
 export models so that I may use them in OSG. Now plain models work a 
 treat. However, I have been given a file that contains an animation, 
 and the animations don’t appear to show when I load them into osgViewer.

  

 I had a feeling that they wouldn’t, but is there something that I can 
 do to enable them? Does anybody have any experience getting Collada 
 model animations into osg? Is it supported at all?


Not by OSG.  The problem with COLLADA animations (which is actually a 
good thing in most respects), is that you can really animate *anything* 
in COLLADA (from transforms to material/shader parameters), so it's 
quite a bit of work to get animation working in a complete way.

The other constructs not supported by the OSG loader are controllers, 
such as skins and morph targets.  If your file contains these, you won't 
see them either.  Most of the time geometry is attached to one or more 
skin controllers.  The bones of the skin controller are then 
transformed, and the transforms are animated.

--J

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[osg-users] 回复: help me , about setPro jectionMatrixAsOrtho2D

2008-05-01 Thread 小 杨
//得到模型的包围盒
 osg::BoundingBox   bb;
 bb.expandBy(positioned-getBound());
   //将模型的中心点移动到原点
 double xMid = (bb.xMin() + bb.xMax())/2;
 double yMid = (bb.yMin() + bb.yMax())/2;
 double zMid = (bb.zMin() + bb.zMax())/2;
 double radius = bb.radius();
  
 positioned-setMatrix(osg::Matrix::translate(-xMid,-yMid,-zMid));
   viewer.setSceneData(positioned.get());
  
 //关闭自动计算远近裁减面
 
viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
 
 
 //设置窗口大小
   viewer.setUpViewInWindow( 100,100,512,512);
   
 //设置裁减区域
 viewer.getCamera()-setProjectionMatrixAsOrtho(bb.xMin(),bb.xMax(),bb.yMin(), 
bb.yMax(),1,100+abs(bb.zMax() - bb.zMin()));


王韬 [EMAIL PROTECTED] 写道:
  Hi all.
  I want to set maincamera to a 2D orthographic projection. I do like this
   
  int main( int argc, char **argv )
{
 osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg);
   osgViewer::Viewer viewer;
   osg::ref_ptrosg::Group root = new osg::Group;
 root-addChild(loadedModel.get());
 viewer.setSceneData(root.get());
   
  #if 1
 osg::Matrix matrix;
 
matrix.makeLookAt(osg::Vec3(0.0,-20.0,0.0),osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0));
 viewer.getCamera()-setViewMatrix(matrix);
// viewer.getCamera()-setProjectionMatrixAsPerspective( 60., 1., 1., 100. 
);//this OK
 viewer.getCamera()-setProjectionMatrixAsOrtho2D(0,1024,0,800);
 while(!viewer.done())
 {
  viewer.frame();
 }
 return 0; 
#else
 return viewer.run();
#endif
}
   
  but I can't see anything.who can help me? thanks.

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Re: [osg-users] Ubuntu Package status

2008-05-01 Thread Philip Lowman
On Thu, May 1, 2008 at 3:38 PM, [EMAIL PROTECTED] wrote:

  As far as the 8.04 release is concerned, what is the status of the Ubuntu
 package?


I believe Hardy (Ubuntu 8.04) is tracking 2.2.0:
https://launchpad.net/ubuntu/hardy/+source/openscenegraph

It looks like the Debian maintainer of the OpenSceneGraph packages is
already building 2.4.0 for Debian unstable so it should be possible to
backport it for Hardy if that's what you're interested in.
http://packages.debian.org/sid/libopenscenegraph-dev

-- 
Philip Lowman
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