[osg-users] how to make a node fixed in screen position

2008-09-11 Thread forest37
 hi all,
I want to draw axes in screen position,the axes can't be scaled or 
transformed ,but which can be rotated with other scene.I do it like this,but 
the billboard (texts: 'X','Y','Z') doesn't work,what should I do to make the 
billboard work well?“axes.osg” is downloaded from the osg homepage.
 
osgViewer::Viewer viewer;
class orbit : public osg::NodeCallback 
{
public:
 orbit() {} 
 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {  
  osg::PositionAttitudeTransform *pat = 
dynamic_castosg::PositionAttitudeTransform *(node);
  if( tx != NULL )
  {
   osg::Camera *camera=viewer.getCamera();
   osg::Matrixd pMatrix = camera-getViewMatrix();
   pat-setAttitude(pMatrix.getRotate());
  }   
 }
}; 
osg::Group* fun()
{
   osg::Group *group=new osg::Group();
 
osg::Node *axis=osgDB::readNodeFile(data\\axes.osg);
osg::PositionAttitudeTransform * tran = new osg::PositionAttitudeTransform;
tran-addChild(axis);
tran-setPosition(osg::Vec3(5,5,0));
tran-setUpdateCallback(new orbit());
 
osg::MatrixTransform* ModelViewMatrix = new osg::MatrixTransform;
ModelViewMatrix-setMatrix(osg::Matrix::identity()); 
ModelViewMatrix-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
ModelViewMatrix-addChild(tran);
 
osg::Projection* ProjectionMatrix = new osg::Projection;
ProjectionMatrix-setMatrix(osg::Matrix::ortho2D(0,10,0,10)); 
ProjectionMatrix-addChild(ModelViewMatrix);

group-addChild(ProjectionMatrix);
return group;
}
 
int _tmain(int argc, _TCHAR* argv[])
{  
 osg::Group *mRoot =fun(); 
 viewer.setSceneData(mRoot);
 return viewer.run();
}
 
best regards
 
forest
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[osg-users] GUI - HUD

2008-09-11 Thread Julen García
Hi all,


I'm new with OSG and I'm doing my fist project. I would like to make a menu in 
the interface, someting like 
http://yag2002.sourceforge..net/pix/screen-11-05-b.jpg or like 
http://www.openscenegraph.org/projects/osg/attachment/wiki/Screenshots/Archivideo/paris20122.jpg
A box, with a textbox, some buttons, etc. Do I need an extra library? I checked 
HUD tutorial, but I don't know how add other elements appart than text...

Could you help me please?

Thank in advance.


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Re: [osg-users] GUI - HUD

2008-09-11 Thread CG
Hi Julen,
 
Have a look at OsgWidget examples, it may help :)Regards,
Cg



Date: Thu, 11 Sep 2008 08:11:15 +From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: [osg-users] GUI - HUD




Hi all,

I'm new with OSG and I'm doing my fist project.. I would like to make a menu in 
the interface, someting like 
http://yag2002.sourceforge.net/pix/screen-11-05-b.jpg or like 
http://www.openscenegraph.org/projects/osg/attachment/wiki/Screenshots/Archivideo/paris20122.jpgA
 box, with a textbox, some buttons, etc. Do I need an extra library? I checked 
HUD tutorial, but I don't know how add other elements appart than textCould 
you help me please?Thank in advance.
_
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Re: [osg-users] GUI - HUD

2008-09-11 Thread Ümit Uzun
Hi Julen,

If you want to create more flexible and complex GUI you should look at
CEGUI. It may help you creating good HUD panels.

Best Regards.

Umit Uzun

2008/9/11 CG [EMAIL PROTECTED]

 Hi Julen,

 Have a look at OsgWidget examples, it may help :)

 Regards,
 Cg

 --

 Date: Thu, 11 Sep 2008 08:11:15 +
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] GUI - HUD



  Hi all,

 I'm new with OSG and I'm doing my fist project.. I would like to make a
 menu in the interface, someting like
 http://yag2002.sourceforge.net/pix/screen-11-05-b.jpg or like
 http://www.openscenegraph.org/projects/osg/attachment/wiki/Screenshots/Archivideo/paris20122.jpg
 A box, with a textbox, some buttons, etc. Do I need an extra library? I
 checked HUD tutorial, but I don't know how add other elements appart than
 text

 Could you help me please?

 Thank in advance.



 --
 Share your beautiful moments with Photo Gallery. Windows Live Photo
 Gallery http://get.live.com/photogallery/overview

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Re: [osg-users] GUI - HUD

2008-09-11 Thread Robert Osfield
On Thu, Sep 11, 2008 at 9:41 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 Hi Julen,

 If you want to create more flexible and complex GUI you should look at
 CEGUI. It may help you creating good HUD panels.

N, CEGUI cause lots of problem in integration with the OSG, it's
possible to do but in doing it you have hobble the OSG.

From OSG-2.6 onwards osgWidget is integrated into the core OSG, and
while still very young, is the route forward for 3D GUI work.

Robert.
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Re: [osg-users] osgTerrain::TerrainTile question

2008-09-11 Thread Coco
Hey Brian,

I found the old post you were takling about. I copied it below.
But where is the link to the code?

Best regards,

Nicolas Duval

[osg-users] Paged Terrain Question
*Brian R Hill* bhill22 at csc.com
osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Paged%20Terrain%20QuestionIn-Reply-To=20071219225056.76D7867830%40mail.frii.com
*Wed Dec 19 15:19:07 PST 2007*


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--

Here's some code I hacked together. I tested it some, but . YMMV.

Brian
-osg-users-bounces at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
wrote: -


To: 'OpenSceneGraph Users' osg-users at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
From: Paul Martz pmartz at skew-matrix.com
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Sent by: osg-users-bounces at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Date: 12/19/2007 05:51PM
Subject: Re: [osg-users] Paged Terrain Question

This is a good solution.

Perhaps a possible new feature for the existing OpenFlight importer would
be
an Option to use PagedLOD nodes for external references (and not load the
external model), rather than ProxyNodes (and loading the model).
  -Paul


* The process I use: - copy master.flt to another directory (hopefully 
the file** references aren't absolute paths)** - use osgDB:readNodeFile to 
read the copied master.flt. This** places osg::ProxyNodes in place of the 
actual .flt reference** files (because it can't find the referenced files)** 
- write a custom NodeVisitor to convert the osg::ProxyNodes** to 
osg::PagedLODs** - at the same time I convert the referenced .flts to 
.ives** and use their bounds to set the osg::PagedLODs center and radius.** 
- save the master.flt as master.ive (or master.osg) Brian 
-osg-users-bounces at lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
wrote: -** To: osg-users at lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org** 
From: paul.tanja at internode.on.net 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org**
 paul.tanja at internode.on.net 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
Sent by:** osg-users-bounces at lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org** 
Date: 12/19/2007 05:00PM** Subject: [osg-users] Paged Terrain Question 
Hi, Im new to osg and I have an Openflight database, it has a** master.flt 
and would like to use osg to page it in rather** than loading all in memory 
at once . I'm not sure if** osgviewer is doing this already? or wether I 
should use** osgpagedLOD example to load in my database - if so how? 
Also down the track I would like to know which tiles are** being loaded in 
and which tiles are being loaded out. Where** would I be able to find the 
relevant point in the source code?*



2008/9/10, Coco [EMAIL PROTECTED]:



 2008/9/10, Brian R Hill [EMAIL PROTECTED]:

 Nicholas,

 If the openflight files are already subdivided into a grid of tiles
 referenced into a single master file, then there's some code I posted to
 the list a couple months ago that will convert them to use pagelods and
 also convert them to .ive format for faster loading.

 Search the archives and you should see how to do it.


 Brian,

 Thanks a lot! I'm gonna take a look at this!

 Nicolas

 Brian

 [EMAIL PROTECTED] wrote: -

 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: Coco [EMAIL PROTECTED]
 Sent by: [EMAIL PROTECTED]
 Date: 09/10/2008 05:55AM
 Subject: Re: [osg-users] osgTerrain::TerrainTile question

 2008/9/10, Robert Osfield 
 [EMAIL PROTECTED]
 :

 Hi Nicolas,

 I think you have got the wrong end of the stick.  I was suggesting
 TerraPage as an illustration of how cultural data (3d models) can be

 stored in with the tiles on disk.  In vis-sim industry TerraPage is
 well known so I used it as as a case in point to save 

Re: [osg-users] GUI - HUD

2008-09-11 Thread Ümit Uzun
Hi Robert,

I advice the CEGUI because of Delta3D integrate the OSG and CEGUI in same
platform. So I have thought it can be possible to integrate base osg
project. Sorry, I made mistake. But if Julen want to take support CEGUI,
ODE,OPENAL and etc with coding OSG, you should look at DELTA3D game engine.

Best Regards.

Umit Uzun

2008/9/11 Robert Osfield [EMAIL PROTECTED]

 On Thu, Sep 11, 2008 at 9:41 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
  Hi Julen,
 
  If you want to create more flexible and complex GUI you should look at
  CEGUI. It may help you creating good HUD panels.

 N, CEGUI cause lots of problem in integration with the OSG, it's
 possible to do but in doing it you have hobble the OSG.

 From OSG-2.6 onwards osgWidget is integrated into the core OSG, and
 while still very young, is the route forward for 3D GUI work.

 Robert.
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[osg-users] Strange behavior with multiple screens and ImageStream

2008-09-11 Thread Serge Lages
Hi all,

We've made an ImageStream using FFmpeg to display movies on textures, but I
am currently facing some problem when displaying this movie on two different
contexts. Here is my setup :

WinXP with one GForce 8600GTS and 2 screens, viewer on DrawThreadPerContext
mode (OSG SVN head version).

When I only have one screen but two windows (with a different context per
window), everything works fine, the movie is displayed on the 2 windows
without any problem. When I plug a second screen, and I keep the same setup
(2 windows rendered into the first screen), I have a huge frame drop (more
than 20 fps) when rendering my movie (note that in this configuration,
nothing is displayed on the second screen). Same thing happens if I use the
2 screens (with each window in full screen mode on each screen).

I really don't understand why adding a new screens make this difference,
moreover it's the only thing in my application that suffer like that from
the second screen. Does it ring a bell to someone ?

Thanks in advance !

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] GUI - HUD

2008-09-11 Thread Julen García
Hi all,

Thanks for your help.

As I'm beginner, maybe it is better start with osgWidget if CEGUI can cause 
some problems. But I'm using osg 2..4. Can I use osgWidget, or I have to 
download the 2.6 version.



- Mensaje original 
De: Ümit Uzun [EMAIL PROTECTED]
Para: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Enviado: jueves, 11 de septiembre, 2008 11:17:12
Asunto: Re: [osg-users] GUI - HUD


Hi Robert,

I advice the CEGUI because of Delta3D integrate the OSG and CEGUI in same 
platform. So I have thought it can be possible to integrate base osg project. 
Sorry, I made mistake. But if Julen want to take support CEGUI, ODE,OPENAL and 
etc with coding OSG, you should look at DELTA3D game engine. 

Best Regards.

Umit Uzun


2008/9/11 Robert Osfield [EMAIL PROTECTED]

On Thu, Sep 11, 2008 at 9:41 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 Hi Julen,

 If you want to create more flexible and complex GUI you should look at
 CEGUI. It may help you creating good HUD panels.

N, CEGUI cause lots of problem in integration with the OSG, it's
possible to do but in doing it you have hobble the OSG.

From OSG-2.6 onwards osgWidget is integrated into the core OSG, and
while still very young, is the route forward for 3D GUI work.

Robert.

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[osg-users] painting plane

2008-09-11 Thread Korolyov Ilia
Hello

I need to draw a plane (more exactly two lines by three points). Problem
is in plane color. It must depends on camera position relative
plane side - red or blue.

I did it with CullCallback, because it's only one way to get access to
camera, which I can find.

What is right way to do it?

Thanks
Ilia

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Re: [osg-users] GUI - HUD

2008-09-11 Thread Robert Osfield
Hi Julen,

On Thu, Sep 11, 2008 at 11:11 AM, Julen García [EMAIL PROTECTED] wrote:
 As I'm beginner, maybe it is better start with osgWidget if CEGUI can cause
 some problems. But I'm using osg 2.4. Can I use osgWidget, or I have to
 download the 2.6 version.

For osgWidget you'll need to use OSG-2.6.

Robert.
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Re: [osg-users] painting plane

2008-09-11 Thread Robert Osfield
Hi Ilia,

If one side of the plane should be red, and the other blue then you
could render two polygons for the plane, each with opposite winding
and colour, then use glCullFace(osg::CullFace) to cull the faces to
give the illusion of changing colour.  The other technique you could
use of two sided colour in the OpenGL lighting/material model, not all
hardware/drivers supports two side lighting though.

Robert.

On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
 Hello

 I need to draw a plane (more exactly two lines by three points). Problem
 is in plane color. It must depends on camera position relative
 plane side - red or blue.

 I did it with CullCallback, because it's only one way to get access to
 camera, which I can find.

 What is right way to do it?

 Thanks
 Ilia

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Re: [osg-users] painting plane

2008-09-11 Thread Korolyov Ilia
Hello, Robert

Thanks so much - it really helps

Ilia

В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
 Hi Ilia,
 
 If one side of the plane should be red, and the other blue then you
 could render two polygons for the plane, each with opposite winding
 and colour, then use glCullFace(osg::CullFace) to cull the faces to
 give the illusion of changing colour.  The other technique you could
 use of two sided colour in the OpenGL lighting/material model, not all
 hardware/drivers supports two side lighting though.
 
 Robert.
 
 On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
  Hello
 
  I need to draw a plane (more exactly two lines by three points). Problem
  is in plane color. It must depends on camera position relative
  plane side - red or blue.
 
  I did it with CullCallback, because it's only one way to get access to
  camera, which I can find.
 
  What is right way to do it?
 
  Thanks
  Ilia
 
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[osg-users] Mac OS X 10.5 crash in osgText

2008-09-11 Thread Hartmut Seichter


I seen some other threads mentioning FreeType not being thread save. 
This is OSG 2.6 branch


This is replicable with plain osgviewer on OSX  on a MBP 2.4

To replicate:

export OSG_WINDOW='20 20 800 600'

open osgviewer cow.osg

press 's' to show the stats

with '' and '' go up and down the window resolutions ...

it crashes always at the same point ... see below

Is there any solution? If so will it be backported to 2.6?

Cheers,
Hartmut




Process: osgviewer [1487]
Path:/usr/local/bin/osgviewer
Identifier:  osgviewer
Version: ??? (???)
Code Type:   X86 (Native)
Parent Process:  bash [183]

Date/Time:   2008-09-11 20:53:13.980 +1200
OS Version:  Mac OS X 10.5.4 (9E17)
Report Version:  6

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x19274010
Crashed Thread:  2

Thread 0:
0   libSystem.B.dylib 0x961f84a6 mach_msg_trap + 10
1   libSystem.B.dylib 0x961ffc9c mach_msg + 72
2   com.apple.CoreGraphics0x94deab4d _CGSRemoveSurface + 133
3   com.apple.agl 0x94d1dc56 aglSetDrawable + 448
4   libosgViewer.44.dylib 0x0017a460 
osgViewer::GraphicsWindowCarbon::setWindowDecorationImplementation(bool) 
+ 426
5   libosgViewer.44.dylib 0x00176ed0 
osgViewer::GraphicsWindow::setWindowDecoration(bool) + 38
6   libosgViewer.44.dylib 0x00174959 
osgViewer::WindowSizeHandler::changeWindowedResolution(osgViewer::GraphicsWindow*, 
bool) + 1039
7   libosgViewer.44.dylib 0x0017500c 
osgViewer::WindowSizeHandler::handle(osgGA::GUIEventAdapter const, 
osgGA::GUIActionAdapter) + 670
8   libosgViewer.44.dylib 0x00126752 
osgGA::GUIEventHandler::handle(osgGA::GUIEventAdapter const, 
osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 38
9   libosgViewer.44.dylib 0x001192d4 
osgGA::GUIEventHandler::handleWithCheckAgainstIgnoreHandledEventsMask(osgGA::GUIEventAdapter 
const, osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 120
10  libosgViewer.44.dylib 0x0016a27c 
osgViewer::Viewer::eventTraversal() + 4620
11  libosgViewer.44.dylib 0x0016eb21 
osgViewer::ViewerBase::frame(double) + 159
12  libosgViewer.44.dylib 0x0016ea65 
osgViewer::ViewerBase::run() + 239
13  libosgViewer.44.dylib 0x00161080 
osgViewer::Viewer::run() + 182

14  osgviewer 0x865b main + 6241
15  osgviewer 0x6dce start + 54

Thread 1:
0   libSystem.B.dylib 0x961ff68e __semwait_signal + 10
1   libSystem.B.dylib 0x9622a36d 
pthread_cond_wait$UNIX2003 + 73

2   libGLProgrammability.dylib0x93b92432 glvmDoWork + 162
3   libSystem.B.dylib 0x962296f5 _pthread_start + 321
4   libSystem.B.dylib 0x962295b2 thread_start + 34

Thread 2 Crashed:
0   ???   0x121ef200 0 + 304017920
1   GLEngine  0x00ed531a 
gleDrawArraysOrElements_ExecCore + 266
2   GLEngine  0x00ed6278 
gleDrawArraysOrElements_IMM_Exec + 1080

3   libGL.dylib   0x96ddd7f1 glDrawArrays + 113
4   libosgText.44.dylib   0x002b4d55 
osgText::Text::drawForegroundText(osg::State, osgText::Text::GlyphQuads 
const, osg::Vec4f const) const + 527
5   libosgText.44.dylib   0x002b5ac0 
osgText::Text::renderOnlyForegroundText(osg::State, osg::Vec4f const) 
const + 118
6   libosgText.44.dylib   0x002b61bb 
osgText::Text::drawImplementation(osg::State, osg::Vec4f const) const 
+ 1117
7   libosgText.44.dylib   0x002b68f1 
osgText::Text::drawImplementation(osg::RenderInfo) const + 107
8   libosgViewer.44.dylib 0x00140e72 
osgViewer::TextDrawCallback::drawImplementation(osg::RenderInfo, 
osg::Drawable const*) const + 548
9   libosgUtil.44.dylib   0x0052082e 
osg::Drawable::draw(osg::RenderInfo) const + 412
10  libosgUtil.44.dylib   0x00520368 
osgUtil::RenderLeaf::render(osg::RenderInfo, osgUtil::RenderLeaf*) + 266
11  libosgUtil.44.dylib   0x00516a62 
osgUtil::RenderBin::drawImplementation(osg::RenderInfo, 
osgUtil::RenderLeaf*) + 386
12  libosgUtil.44.dylib   0x005168dd 
osgUtil::RenderBin::draw(osg::RenderInfo, osgUtil::RenderLeaf*) + 107
13  libosgUtil.44.dylib   0x00516cbb 
osgUtil::RenderBin::drawImplementation(osg::RenderInfo, 
osgUtil::RenderLeaf*) + 987
14  libosgUtil.44.dylib   0x00524179 
osgUtil::RenderStage::drawImplementation(osg::RenderInfo, 
osgUtil::RenderLeaf*) + 1005
15  libosgUtil.44.dylib   0x005168dd 
osgUtil::RenderBin::draw(osg::RenderInfo, osgUtil::RenderLeaf*) + 107
16  libosgUtil.44.dylib   0x00526b95 
osgUtil::RenderStage::drawInner(osg::RenderInfo, osgUtil::RenderLeaf*, 
bool) + 363
17  libosgUtil.44.dylib   0x00526799 

Re: [osg-users] Mac OS X 10.5 crash in osgText

2008-09-11 Thread Robert Osfield
Hi Hartmut,

The FreeType plugin usage is guarded to prevent thread problems so
while FreeType isn't thread safe, this shouldn't affect OSG-2.6, and
almost certainly has no barring on the crash you describe.

The crash you looks to be CGL issue, whether this is a threading issue
or otherwise I cannot say at this stage.  Try chnaging the threading
models in osgviewer by pressing 'm', or run the app with the command
line option --SingleThreaded etc.

Robert.

On Thu, Sep 11, 2008 at 12:23 PM, Hartmut Seichter
[EMAIL PROTECTED] wrote:

 I seen some other threads mentioning FreeType not being thread save. This is
 OSG 2.6 branch

 This is replicable with plain osgviewer on OSX  on a MBP 2.4

 To replicate:

 export OSG_WINDOW='20 20 800 600'

 open osgviewer cow.osg

 press 's' to show the stats

 with '' and '' go up and down the window resolutions ...

 it crashes always at the same point ... see below

 Is there any solution? If so will it be backported to 2.6?

 Cheers,
 Hartmut




 Process: osgviewer [1487]
 Path:/usr/local/bin/osgviewer
 Identifier:  osgviewer
 Version: ??? (???)
 Code Type:   X86 (Native)
 Parent Process:  bash [183]

 Date/Time:   2008-09-11 20:53:13.980 +1200
 OS Version:  Mac OS X 10.5.4 (9E17)
 Report Version:  6

 Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
 Exception Codes: KERN_INVALID_ADDRESS at 0x19274010
 Crashed Thread:  2

 Thread 0:
 0   libSystem.B.dylib 0x961f84a6 mach_msg_trap + 10
 1   libSystem.B.dylib 0x961ffc9c mach_msg + 72
 2   com.apple.CoreGraphics0x94deab4d _CGSRemoveSurface + 133
 3   com.apple.agl 0x94d1dc56 aglSetDrawable + 448
 4   libosgViewer.44.dylib 0x0017a460
 osgViewer::GraphicsWindowCarbon::setWindowDecorationImplementation(bool) +
 426
 5   libosgViewer.44.dylib 0x00176ed0
 osgViewer::GraphicsWindow::setWindowDecoration(bool) + 38
 6   libosgViewer.44.dylib 0x00174959
 osgViewer::WindowSizeHandler::changeWindowedResolution(osgViewer::GraphicsWindow*,
 bool) + 1039
 7   libosgViewer.44.dylib 0x0017500c
 osgViewer::WindowSizeHandler::handle(osgGA::GUIEventAdapter const,
 osgGA::GUIActionAdapter) + 670
 8   libosgViewer.44.dylib 0x00126752
 osgGA::GUIEventHandler::handle(osgGA::GUIEventAdapter const,
 osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 38
 9   libosgViewer.44.dylib 0x001192d4
 osgGA::GUIEventHandler::handleWithCheckAgainstIgnoreHandledEventsMask(osgGA::GUIEventAdapter
 const, osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 120
 10  libosgViewer.44.dylib 0x0016a27c
 osgViewer::Viewer::eventTraversal() + 4620
 11  libosgViewer.44.dylib 0x0016eb21
 osgViewer::ViewerBase::frame(double) + 159
 12  libosgViewer.44.dylib 0x0016ea65
 osgViewer::ViewerBase::run() + 239
 13  libosgViewer.44.dylib 0x00161080 osgViewer::Viewer::run() +
 182
 14  osgviewer 0x865b main + 6241
 15  osgviewer 0x6dce start + 54

 Thread 1:
 0   libSystem.B.dylib 0x961ff68e __semwait_signal + 10
 1   libSystem.B.dylib 0x9622a36d pthread_cond_wait$UNIX2003
 + 73
 2   libGLProgrammability.dylib0x93b92432 glvmDoWork + 162
 3   libSystem.B.dylib 0x962296f5 _pthread_start + 321
 4   libSystem.B.dylib 0x962295b2 thread_start + 34

 Thread 2 Crashed:
 0   ???   0x121ef200 0 + 304017920
 1   GLEngine  0x00ed531a
 gleDrawArraysOrElements_ExecCore + 266
 2   GLEngine  0x00ed6278
 gleDrawArraysOrElements_IMM_Exec + 1080
 3   libGL.dylib   0x96ddd7f1 glDrawArrays + 113
 4   libosgText.44.dylib   0x002b4d55
 osgText::Text::drawForegroundText(osg::State, osgText::Text::GlyphQuads
 const, osg::Vec4f const) const + 527
 5   libosgText.44.dylib   0x002b5ac0
 osgText::Text::renderOnlyForegroundText(osg::State, osg::Vec4f const)
 const + 118
 6   libosgText.44.dylib   0x002b61bb
 osgText::Text::drawImplementation(osg::State, osg::Vec4f const) const +
 1117
 7   libosgText.44.dylib   0x002b68f1
 osgText::Text::drawImplementation(osg::RenderInfo) const + 107
 8   libosgViewer.44.dylib 0x00140e72
 osgViewer::TextDrawCallback::drawImplementation(osg::RenderInfo,
 osg::Drawable const*) const + 548
 9   libosgUtil.44.dylib   0x0052082e
 osg::Drawable::draw(osg::RenderInfo) const + 412
 10  libosgUtil.44.dylib   0x00520368
 osgUtil::RenderLeaf::render(osg::RenderInfo, osgUtil::RenderLeaf*) + 266
 11  libosgUtil.44.dylib   0x00516a62
 osgUtil::RenderBin::drawImplementation(osg::RenderInfo,
 osgUtil::RenderLeaf*) + 386
 12  libosgUtil.44.dylib   0x005168dd
 osgUtil::RenderBin::draw(osg::RenderInfo, osgUtil::RenderLeaf*) + 

[osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Hi, I need to output to a single channel fish eye projection lens .
(Elumenati system) Is there a simple way to achieve this?

Basically I believe there are 3 paths to chose from:

1. doing the fisheye projection yourself (similar to osgdistortion)
2. using the elumentai api, omnimap (only windows so I'm not to keen on
this)
3. configuring osgViewer in some way?

1 and 2 is obvious but requires some work. I am hoping for 3 since I found
files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have not
found documentation on how to create or use those files so if someone has a
pointer for me to start reading it would be great :)

/Filip
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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Ok, I searched and tested a little bit more. Using -c congfigfile.view
should have been the first thing to try out. Sorry about that. But anyway,
Is there some documentation of how the rendering is set up etc?
Complications etc? Would be nice to understand and be able to change
depending on the needs that occurs.
/Filip

On Thu, Sep 11, 2008 at 1:46 PM, Filip Wänström [EMAIL PROTECTED]wrote:

 Hi, I need to output to a single channel fish eye projection lens .
 (Elumenati system) Is there a simple way to achieve this?

 Basically I believe there are 3 paths to chose from:

 1. doing the fisheye projection yourself (similar to osgdistortion)
 2. using the elumentai api, omnimap (only windows so I'm not to keen on
 this)
 3. configuring osgViewer in some way?

 1 and 2 is obvious but requires some work. I am hoping for 3 since I found
 files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have not
 found documentation on how to create or use those files so if someone has a
 pointer for me to start reading it would be great :)

 /Filip

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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Robert,
thanks for clearing that out. I'll experiment and see what I come up with.
I would also prefer not to use/integrate 3rd party libs.
/Filip

On Thu, Sep 11, 2008 at 2:02 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Flilip,

 The .view format is still in a very early stage of development, so
 only supports a select range of convenience methods that are provided
 in the osgViewer::View::setUpView*() methods.  The OSG also has
 Producer .cfg plugin which allows you to use Producer configuration
 files, these are more feature rich that the present .view in terms of
 controlling windows, viewports, projections and view matrices and
 their offsets, but doesn't support any distortion correction so won't
 be of use to you.

 The dome distortion correction that is provided .view and
 VIew::setUpView*() methods are just for full spherical projection.  If
 you need another type of dome correction then you'll need to roll you
 own setup.  The View::setUp*() methods and the distortion examples
 should provide a useful guide.

 Diving into 3rd party libs for setting up the rendering I'd personally
 avoid as they'll just complicate your application, and will limit the
 threading options you have in your viewer.

 Robert.

 On Thu, Sep 11, 2008 at 12:46 PM, Filip Wänström
 [EMAIL PROTECTED] wrote:
  Hi, I need to output to a single channel fish eye projection lens .
  (Elumenati system) Is there a simple way to achieve this?
 
  Basically I believe there are 3 paths to chose from:
 
  1. doing the fisheye projection yourself (similar to osgdistortion)
  2. using the elumentai api, omnimap (only windows so I'm not to keen on
  this)
  3. configuring osgViewer in some way?
 
  1 and 2 is obvious but requires some work. I am hoping for 3 since I
 found
  files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have
 not
  found documentation on how to create or use those files so if someone has
 a
  pointer for me to start reading it would be great :)
 
  /Filip
 
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Re: [osg-users] fish eye projection

2008-09-11 Thread Robert Osfield
Hi Flilip,

The .view format is still in a very early stage of development, so
only supports a select range of convenience methods that are provided
in the osgViewer::View::setUpView*() methods.  The OSG also has
Producer .cfg plugin which allows you to use Producer configuration
files, these are more feature rich that the present .view in terms of
controlling windows, viewports, projections and view matrices and
their offsets, but doesn't support any distortion correction so won't
be of use to you.

The dome distortion correction that is provided .view and
VIew::setUpView*() methods are just for full spherical projection.  If
you need another type of dome correction then you'll need to roll you
own setup.  The View::setUp*() methods and the distortion examples
should provide a useful guide.

Diving into 3rd party libs for setting up the rendering I'd personally
avoid as they'll just complicate your application, and will limit the
threading options you have in your viewer.

Robert.

On Thu, Sep 11, 2008 at 12:46 PM, Filip Wänström
[EMAIL PROTECTED] wrote:
 Hi, I need to output to a single channel fish eye projection lens .
 (Elumenati system) Is there a simple way to achieve this?

 Basically I believe there are 3 paths to chose from:

 1. doing the fisheye projection yourself (similar to osgdistortion)
 2. using the elumentai api, omnimap (only windows so I'm not to keen on
 this)
 3. configuring osgViewer in some way?

 1 and 2 is obvious but requires some work. I am hoping for 3 since I found
 files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have not
 found documentation on how to create or use those files so if someone has a
 pointer for me to start reading it would be great :)

 /Filip

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Re: [osg-users] fish eye projection

2008-09-11 Thread Robert Osfield
Hi Filip,

If you system is a relatively common configuration then we might be
able to add  a View::setView*() and associated support into .view
format, this way others will benefit and will be able to test the
functionality.

The way I developed the spherical display support was by creating
experimental code in the osgdisortion example, then when it was ready
I moved the code into osgViewer::View, then further evolve the code
from there.  Perhaps the same approach might work for you.

Robert.

On Thu, Sep 11, 2008 at 1:07 PM, Filip Wänström [EMAIL PROTECTED] wrote:
 Robert,
 thanks for clearing that out. I'll experiment and see what I come up with.
 I would also prefer not to use/integrate 3rd party libs.
 /Filip

 On Thu, Sep 11, 2008 at 2:02 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 Hi Flilip,

 The .view format is still in a very early stage of development, so
 only supports a select range of convenience methods that are provided
 in the osgViewer::View::setUpView*() methods.  The OSG also has
 Producer .cfg plugin which allows you to use Producer configuration
 files, these are more feature rich that the present .view in terms of
 controlling windows, viewports, projections and view matrices and
 their offsets, but doesn't support any distortion correction so won't
 be of use to you.

 The dome distortion correction that is provided .view and
 VIew::setUpView*() methods are just for full spherical projection.  If
 you need another type of dome correction then you'll need to roll you
 own setup.  The View::setUp*() methods and the distortion examples
 should provide a useful guide.

 Diving into 3rd party libs for setting up the rendering I'd personally
 avoid as they'll just complicate your application, and will limit the
 threading options you have in your viewer.

 Robert.

 On Thu, Sep 11, 2008 at 12:46 PM, Filip Wänström
 [EMAIL PROTECTED] wrote:
  Hi, I need to output to a single channel fish eye projection lens .
  (Elumenati system) Is there a simple way to achieve this?
 
  Basically I believe there are 3 paths to chose from:
 
  1. doing the fisheye projection yourself (similar to osgdistortion)
  2. using the elumentai api, omnimap (only windows so I'm not to keen on
  this)
  3. configuring osgViewer in some way?
 
  1 and 2 is obvious but requires some work. I am hoping for 3 since I
  found
  files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have
  not
  found documentation on how to create or use those files so if someone
  has a
  pointer for me to start reading it would be great :)
 
  /Filip
 
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Re: [osg-users] painting plane

2008-09-11 Thread Korolyov Ilia
Hello

This technic working fine for poligons, but is it possible to make this
trick to lines? I need exactly two lines, not three as in triangle.

I trying in such way

group-addChild( geode_with_poligons );
group-addChild( geode_with_lines );
group-getOrCreateStateSet()-setMode( GL_CULL_FACE, GL_BACK |
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );

Thanks
Ilia

В Чтв, 11/09/2008 в 14:46 +0400, Korolyov Ilia пишет:
 Hello, Robert
 
 Thanks so much - it really helps
 
 Ilia
 
 В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
  Hi Ilia,
  
  If one side of the plane should be red, and the other blue then you
  could render two polygons for the plane, each with opposite winding
  and colour, then use glCullFace(osg::CullFace) to cull the faces to
  give the illusion of changing colour.  The other technique you could
  use of two sided colour in the OpenGL lighting/material model, not all
  hardware/drivers supports two side lighting though.
  
  Robert.
  
  On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
   Hello
  
   I need to draw a plane (more exactly two lines by three points). Problem
   is in plane color. It must depends on camera position relative
   plane side - red or blue.
  
   I did it with CullCallback, because it's only one way to get access to
   camera, which I can find.
  
   What is right way to do it?
  
   Thanks
   Ilia
  
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Re: [osg-users] Open/Close the window on win32

2008-09-11 Thread christophe loustaunau
Hello,

This is something I'd like to make available as well. I have tried to
implement a function that restores the previous graphic context one
the window as been closed. Nothing has been successful. Is such a
thing possible with osg?

Thanks


On Tue, Sep 9, 2008 at 3:00 PM, Lucas Lallement
[EMAIL PROTECTED]wrote:

 Hey all,

 My software receives orders such as play, pause but also close and open
 window.
 I was wondering what was the best way to close (or hide) the osgViewer
 window on win32 to later on reopen it without having lost what is
 going on (video being played on a node).
 Everything I have tried so far makes me loose the context when I
 reopen the window.

 I am using osg 2.4.0 on Windows 2000 with a Nvidia GeForce 7800GS

 Regards,

 Lucas Lallement
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-- 
Christophe Loustaunau.
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Re: [osg-users] GUI - HUD

2008-09-11 Thread Jeremy Moles
On Thu, 2008-09-11 at 11:35 +0100, Robert Osfield wrote:
 Hi Julen,
 
 On Thu, Sep 11, 2008 at 11:11 AM, Julen García [EMAIL PROTECTED] wrote:
  As I'm beginner, maybe it is better start with osgWidget if CEGUI can cause
  some problems. But I'm using osg 2.4. Can I use osgWidget, or I have to
  download the 2.6 version.
 
 For osgWidget you'll need to use OSG-2.6.

There are, of course, still many things missing in osgWidget, but I'm
working on those as fast as I can. :) The two biggest things are a good
Input widget (osgText changes needed, or be willing to use the osgPango
nodekit I'm writing) and to finish the styling interfaces, so folk don't
have to call the same -set* functions on every widget 9 billion times.

However, everything I've seen in the screenshots you've provided thus
far (minus the input box) is absolutely possible w/ osgWidget right now,
although you might have to use my osgWidget branch for it. :)

 Robert.
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Re: [osg-users] Returning ref_ptr vs. ref_ptr::get()

2008-09-11 Thread Jolley, Thomas P
Hi Paul Martz,

The example in the middle of page 37, above the one Cliff cited, looks
like it won't compile.  Did you really mean to return *grp?  I know it's
meant to show bad programming practice but the book reads like it should
compile.

osg::Group* CreateGroup()
{
   osg::ref_ptrosg::Group grp = new osg::Group;
   return *grp;
}


 -Original Message-
 From: Cliff Taylor [mailto:[EMAIL PROTECTED] 
 Sent: Wednesday, September 10, 2008 1:23 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Returning ref_ptr vs. ref_ptr::get()
 
 
 osg::ref_ptrosg::Group createGroup()
 {
   osg::ref_ptrosg::Group grp = new osg::Group;
 
   //comments
   return grp.get()
 }
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Re: [osg-users] Strange behavior with multiple screens and ImageStream

2008-09-11 Thread Kawicki, Ryan H
I am not an expert in this area, but our application seems to suffer
from this as well.  I don't think this has to do with OSG.  I believe it
to be more driver related.
 
Do you have VSync turned on?  If you do, force VSync to be always off
and retest.
 

Ryan H. Kawicki 
The Boeing Company 
Training Systems  Services 
Software Engineer 



From: Serge Lages [mailto:[EMAIL PROTECTED] 
Sent: Thursday, September 11, 2008 4:53 AM
To: OpenSceneGraph Users
Subject: [osg-users] Strange behavior with multiple screens and
ImageStream


Hi all,

We've made an ImageStream using FFmpeg to display movies on textures,
but I am currently facing some problem when displaying this movie on two
different contexts. Here is my setup :

WinXP with one GForce 8600GTS and 2 screens, viewer on
DrawThreadPerContext mode (OSG SVN head version).

When I only have one screen but two windows (with a different context
per window), everything works fine, the movie is displayed on the 2
windows without any problem. When I plug a second screen, and I keep the
same setup (2 windows rendered into the first screen), I have a huge
frame drop (more than 20 fps) when rendering my movie (note that in this
configuration, nothing is displayed on the second screen). Same thing
happens if I use the 2 screens (with each window in full screen mode on
each screen).

I really don't understand why adding a new screens make this difference,
moreover it's the only thing in my application that suffer like that
from the second screen. Does it ring a bell to someone ?

Thanks in advance !

-- 
Serge Lages
http://www.tharsis-software.com

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Re: [osg-users] osgTerrain::TerrainTile question

2008-09-11 Thread Brian ...

If you go here:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005634.html

The link is near the bottom:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20071219/eaa1ef2c/attachment.obj

Brian

Date: Thu, 11 Sep 2008 11:13:20 +0200
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgTerrain::TerrainTile question

Hey Brian,
 
I found the old post you were takling about. I copied it below.
But where is the link to the code?
 
Best regards,
 
Nicolas Duval
 
[osg-users] Paged Terrain QuestionBrian R Hill bhill22 at csc.com 

Wed Dec 19 15:19:07 PST 2007 


Previous message: [osg-users] Paged Terrain Question 
Next message: [osg-users] How can I use glHint() in OSG 1.2? 
Messages sorted by: [ date ] [ thread ] [ subject ] [ author ] 


Here's some code I hacked together. I tested it some, but . YMMV.

Brian

-osg-users-bounces at lists.openscenegraph.org wrote: -


To: 'OpenSceneGraph Users' osg-users at lists.openscenegraph.org
From: Paul Martz pmartz at skew-matrix.com
Sent by: osg-users-bounces at lists.openscenegraph.org
Date: 12/19/2007 05:51PM
Subject: Re: [osg-users] Paged Terrain Question

This is a good solution.

Perhaps a possible new feature for the existing OpenFlight importer would
be
an Option to use PagedLOD nodes for external references (and not load the
external model), rather than ProxyNodes (and loading the model).
  -Paul


 The process I use:

 - copy master.flt to another directory (hopefully the file
 references aren't absolute paths)
 - use osgDB:readNodeFile to read the copied master.flt. This
 places osg::ProxyNodes in place of the actual .flt reference
 files (because it can't find the referenced files)
 - write a custom NodeVisitor to convert the osg::ProxyNodes
 to osg::PagedLODs
 - at the same time I convert the referenced .flts to .ives
 and use their bounds to set the osg::PagedLODs center and radius.
 - save the master.flt as master.ive (or master.osg)

 Brian

 -osg-users-bounces at lists.openscenegraph.org wrote: -


 To: osg-users at lists.openscenegraph.org
 From: paul.tanja at internode.on.net
 paul.tanja at internode.on.net Sent by:
 osg-users-bounces at lists.openscenegraph.org
 Date: 12/19/2007 05:00PM
 Subject: [osg-users] Paged Terrain Question

 Hi, Im new to osg and I have an Openflight database, it has a
 master.flt and would like to use osg to page it in rather
 than loading all in memory at once . I'm not sure if
 osgviewer is doing this already? or wether I should use
 osgpagedLOD example to load in my database - if so how?

 Also down the track I would like to know which tiles are
 being loaded in and which tiles are being loaded out. Where
 would I be able to find the relevant point in the source code?



2008/9/10, Coco [EMAIL PROTECTED]:



2008/9/10, Brian R Hill [EMAIL PROTECTED]: 
Nicholas,

If the openflight files are already subdivided into a grid of tiles
referenced into a single master file, then there's some code I posted to

the list a couple months ago that will convert them to use pagelods and
also convert them to .ive format for faster loading.

Search the archives and you should see how to do it.
 
Brian,
 
Thanks a lot! I'm gonna take a look at this!
 
Nicolas


Brian

[EMAIL PROTECTED] wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Coco [EMAIL PROTECTED]

Sent by: [EMAIL PROTECTED]
Date: 09/10/2008 05:55AM
Subject: Re: [osg-users] osgTerrain::TerrainTile question


2008/9/10, Robert Osfield 
[EMAIL PROTECTED]
:

Hi Nicolas,

I think you have got the wrong end of the stick.  I was suggesting

TerraPage as an illustration of how cultural data (3d models) can be

stored in with the tiles on disk.  In vis-sim industry TerraPage is
well known so I used it as as a case in point to save typing lots...


FYI, The OSG's TerraPage plugin uses the PagedLOD and the
DatabasePager under the hood to provide it's paging functionality.

In your case the problem is about creating databases not actually
rendering them - as the OSG will do all the paging, and threading for

you thanks the DatabasePager and other related classes.  The
DatabasePage doesn't help you create databases, it's tools like

VirtualPlanetBuilder that do this, but... right now VPB doesn't
support insertion of cultural data into the tiles, so you'll need post

process the database to insert this data.

Robert.





I think there is a missunderstanding. My problem is to load a  big
database, not to create it.

I already have my database, fragmented in FLT files like I said. So I was

suggesting to use DatabasePager to load flt nodes when I need it to. In
this case I think I don't have to process any data...

I hope I haven't got the wrong end of the stick (again!).



Nicolas





On Wed, Sep 10, 2008 at 9:49 AM, Coco 
[EMAIL PROTECTED]
 wrote:

 Thank you very much for your ideas!


 I found out the osgDB::DatabasePager 

Re: [osg-users] OverlayNode bug

2008-09-11 Thread Mathieu MARACHE
Hi Robert,

2008/9/10 Robert Osfield [EMAIL PROTECTED]

 Hi Mathieu,

 I don't know the cause/or a solution to the problem, but in the case
 of VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY a GLSL vertex and fragment
 program is used to generate the results, so I'd guess that the shader
 simply doesn't know about the texture blending required.   Have a look
 into the implementation to see if you can get things work.


Some updates :
The fragment shader correctly uses the overlay alpha color value to mix
between the original texture and the overlayed texture. So it is not the
shader that is the problem but the RTT camera that produces something wrong.
By tweaking the fragment shader to use the alpha channel on the color
channels it appears that the background of the overlay texture is
transparent and the projected objects are opaque (where they should be
transparent).

Still loooking...

-- 
Mathieu
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Re: [osg-users] painting plane

2008-09-11 Thread Tomlinson, Gordon
 
Doubtful really as lines don't have back faces..

Gordon

__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Korolyov Ilia
Sent: Thursday, September 11, 2008 9:20 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] painting plane

Hello

This technic working fine for poligons, but is it possible to make this trick 
to lines? I need exactly two lines, not three as in triangle.

I trying in such way

group-addChild( geode_with_poligons );
group-addChild( geode_with_lines );
group-getOrCreateStateSet()-setMode( GL_CULL_FACE, GL_BACK |
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );

Thanks
Ilia

В Чтв, 11/09/2008 в 14:46 +0400, Korolyov Ilia пишет:
 Hello, Robert
 
 Thanks so much - it really helps
 
 Ilia
 
 В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
  Hi Ilia,
  
  If one side of the plane should be red, and the other blue then you 
  could render two polygons for the plane, each with opposite winding 
  and colour, then use glCullFace(osg::CullFace) to cull the faces to 
  give the illusion of changing colour.  The other technique you could 
  use of two sided colour in the OpenGL lighting/material model, not 
  all hardware/drivers supports two side lighting though.
  
  Robert.
  
  On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
   Hello
  
   I need to draw a plane (more exactly two lines by three points). 
   Problem is in plane color. It must depends on camera position 
   relative plane side - red or blue.
  
   I did it with CullCallback, because it's only one way to get 
   access to camera, which I can find.
  
   What is right way to do it?
  
   Thanks
   Ilia
  
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Re: [osg-users] Open/Close the window on win32

2008-09-11 Thread brettwiesner

Hi,

Recycling context id's is something that seems fixed in 2.6.0. I'm not 
sure if you can keep a graphics context around without a window however 
you can keep the scene graph around. Just hold onto a ref ptr to the 
root node of your scene graph. You should be able to open a new window 
and create a new viewer and pass in the root node of the SG you've kept 
around.


(I'm not sure if video's/ animations will still be played though. Try it 
out.)


Thanks,
Brett

christophe loustaunau wrote:

Hello,

This is something I'd like to make available as well. I have tried to
implement a function that restores the previous graphic context one
the window as been closed. Nothing has been successful. Is such a
thing possible with osg?

Thanks


On Tue, Sep 9, 2008 at 3:00 PM, Lucas Lallement 
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:


Hey all,

My software receives orders such as play, pause but also close and
open window.
I was wondering what was the best way to close (or hide) the osgViewer
window on win32 to later on reopen it without having lost what is
going on (video being played on a node).
Everything I have tried so far makes me loose the context when I
reopen the window.

I am using osg 2.4.0 on Windows 2000 with a Nvidia GeForce 7800GS

Regards,

Lucas Lallement
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--
Christophe Loustaunau.


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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Nice to hear!
I don't have access to the actual inflatable dome at this time but I am
trying to do a quick-and-dirty app to help me display media and models for
testing purposes. By using 3DSphericalDisplayTopProjector.view with the
projector matrix set to identity I think I have something close to what I
need. At least it's a great starting point:)

/F

On Thu, Sep 11, 2008 at 3:40 PM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi Filip, Robert,

  Diving into 3rd party libs for setting up the rendering I'd personally
 avoid as they'll just complicate your application, and will limit the
 threading options you have in your viewer.


 Personally I have integrated our rendering backend here at work with both
 OmniMap and EasyBlend (still based on OSG 2.2, but moving to 2.6 soon).

 * OmniMap does only fisheye correction
 * EasyBlend does correction for a variety of display geometries (dome,
 cylinder, etc) and edge blending for any number of projectors.

 Though the initial integration needed some care, we now have a setup that
 is not limited in terms of threading. We can use any threading mode that OSG
 supports with both integrations. And in both cases the actual integration
 needed just a simple class of about 150-200 lines, nothing really
 complicated.

 Yes, they are Win32 only though. But they were pretty straightforward to
 integrate, and the automatic calibration done by EasyBlend (it uses a
 digital camera and analyzes the resulting images to calibrate itself) saves
 us a lot of time in the field.

 Just sharing my experiences.

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

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Re: [osg-users] painting plane

2008-09-11 Thread Korolyov Ilia
Ok. Coming back to first letter - what is right way to do such painting?

As I understand, proper way to change scene - is using UpdateCallback.
But in UpdateCallback there is no camera information. So I can't define
suitable color for lines. In CullCallback there is camera information,
but it's forbidden to change scene in CullCallback.

It's possible to save reference to camera object in UpdateCallback
descendant. Is it correct way?

Thanks
Ilia


В Чтв, 11/09/2008 в 09:28 -0400, Tomlinson, Gordon пишет:
 Doubtful really as lines don't have back faces..
 
 Gordon
 
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 
 
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Korolyov Ilia
 Sent: Thursday, September 11, 2008 9:20 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] painting plane
 
 Hello
 
 This technic working fine for poligons, but is it possible to make this trick 
 to lines? I need exactly two lines, not three as in triangle.
 
 I trying in such way
 
 group-addChild( geode_with_poligons );
 group-addChild( geode_with_lines );
 group-getOrCreateStateSet()-setMode( GL_CULL_FACE, GL_BACK |
 osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
 
 Thanks
 Ilia
 
 В Чтв, 11/09/2008 в 14:46 +0400, Korolyov Ilia пишет:
  Hello, Robert
  
  Thanks so much - it really helps
  
  Ilia
  
  В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
   Hi Ilia,
   
   If one side of the plane should be red, and the other blue then you 
   could render two polygons for the plane, each with opposite winding 
   and colour, then use glCullFace(osg::CullFace) to cull the faces to 
   give the illusion of changing colour.  The other technique you could 
   use of two sided colour in the OpenGL lighting/material model, not 
   all hardware/drivers supports two side lighting though.
   
   Robert.
   
   On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
Hello
   
I need to draw a plane (more exactly two lines by three points). 
Problem is in plane color. It must depends on camera position 
relative plane side - red or blue.
   
I did it with CullCallback, because it's only one way to get 
access to camera, which I can find.
   
What is right way to do it?
   
Thanks
Ilia
   
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Re: [osg-users] painting plane

2008-09-11 Thread Robert Osfield
Hi Ilia,

The way I'd do it be to use a cull callback that decides between two
subgraphs to traverse, one for the front face, one for the back, this
would mean that your scene graph doesn't change with the viewport, and
it'll scale nicely on multi-threaded and multi-camera setups.

The other approach would be to use a vertex shader to change the
light, or to use two sided lighting, which if you orientate the
normals on the light correctly will work for you.

Robert.

On Thu, Sep 11, 2008 at 4:35 PM, Korolyov Ilia [EMAIL PROTECTED] wrote:
 Ok. Coming back to first letter - what is right way to do such painting?

 As I understand, proper way to change scene - is using UpdateCallback.
 But in UpdateCallback there is no camera information. So I can't define
 suitable color for lines. In CullCallback there is camera information,
 but it's forbidden to change scene in CullCallback.

 It's possible to save reference to camera object in UpdateCallback
 descendant. Is it correct way?

 Thanks
 Ilia


 В Чтв, 11/09/2008 в 09:28 -0400, Tomlinson, Gordon пишет:
 Doubtful really as lines don't have back faces..

 Gordon

 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Korolyov Ilia
 Sent: Thursday, September 11, 2008 9:20 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] painting plane

 Hello

 This technic working fine for poligons, but is it possible to make this 
 trick to lines? I need exactly two lines, not three as in triangle.

 I trying in such way

 group-addChild( geode_with_poligons );
 group-addChild( geode_with_lines );
 group-getOrCreateStateSet()-setMode( GL_CULL_FACE, GL_BACK |
 osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );

 Thanks
 Ilia

 В Чтв, 11/09/2008 в 14:46 +0400, Korolyov Ilia пишет:
  Hello, Robert
 
  Thanks so much - it really helps
 
  Ilia
 
  В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
   Hi Ilia,
  
   If one side of the plane should be red, and the other blue then you
   could render two polygons for the plane, each with opposite winding
   and colour, then use glCullFace(osg::CullFace) to cull the faces to
   give the illusion of changing colour.  The other technique you could
   use of two sided colour in the OpenGL lighting/material model, not
   all hardware/drivers supports two side lighting though.
  
   Robert.
  
   On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] 
   wrote:
Hello
   
I need to draw a plane (more exactly two lines by three points).
Problem is in plane color. It must depends on camera position
relative plane side - red or blue.
   
I did it with CullCallback, because it's only one way to get
access to camera, which I can find.
   
What is right way to do it?
   
Thanks
Ilia
   
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[osg-users] Lightning strike effect

2008-09-11 Thread rvinyard
Anyone have tips or other thoughts on implementing a lightning strike effect?
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Re: [osg-users] painting plane

2008-09-11 Thread Korolyov Ilia
Hi, Robert

I'll try first one.

Thanks
Ilia


В Чтв, 11/09/2008 в 16:40 +0100, Robert Osfield пишет:
 Hi Ilia,
 
 The way I'd do it be to use a cull callback that decides between two
 subgraphs to traverse, one for the front face, one for the back, this
 would mean that your scene graph doesn't change with the viewport, and
 it'll scale nicely on multi-threaded and multi-camera setups.
 
 The other approach would be to use a vertex shader to change the
 light, or to use two sided lighting, which if you orientate the
 normals on the light correctly will work for you.
 
 Robert.
 
 On Thu, Sep 11, 2008 at 4:35 PM, Korolyov Ilia [EMAIL PROTECTED] wrote:
  Ok. Coming back to first letter - what is right way to do such painting?
 
  As I understand, proper way to change scene - is using UpdateCallback.
  But in UpdateCallback there is no camera information. So I can't define
  suitable color for lines. In CullCallback there is camera information,
  but it's forbidden to change scene in CullCallback.
 
  It's possible to save reference to camera object in UpdateCallback
  descendant. Is it correct way?
 
  Thanks
  Ilia
 
 
  В Чтв, 11/09/2008 в 09:28 -0400, Tomlinson, Gordon пишет:
  Doubtful really as lines don't have back faces..
 
  Gordon
 
  __
  Gordon Tomlinson
  Email  : gtomlinson @ overwatch.textron.com
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Korolyov 
  Ilia
  Sent: Thursday, September 11, 2008 9:20 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] painting plane
 
  Hello
 
  This technic working fine for poligons, but is it possible to make this 
  trick to lines? I need exactly two lines, not three as in triangle.
 
  I trying in such way
 
  group-addChild( geode_with_poligons );
  group-addChild( geode_with_lines );
  group-getOrCreateStateSet()-setMode( GL_CULL_FACE, GL_BACK |
  osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
 
  Thanks
  Ilia
 
  В Чтв, 11/09/2008 в 14:46 +0400, Korolyov Ilia пишет:
   Hello, Robert
  
   Thanks so much - it really helps
  
   Ilia
  
   В Чтв, 11/09/2008 в 11:38 +0100, Robert Osfield пишет:
Hi Ilia,
   
If one side of the plane should be red, and the other blue then you
could render two polygons for the plane, each with opposite winding
and colour, then use glCullFace(osg::CullFace) to cull the faces to
give the illusion of changing colour.  The other technique you could
use of two sided colour in the OpenGL lighting/material model, not
all hardware/drivers supports two side lighting though.
   
Robert.
   
On Thu, Sep 11, 2008 at 11:22 AM, Korolyov Ilia [EMAIL PROTECTED] 
wrote:
 Hello

 I need to draw a plane (more exactly two lines by three points).
 Problem is in plane color. It must depends on camera position
 relative plane side - red or blue.

 I did it with CullCallback, because it's only one way to get
 access to camera, which I can find.

 What is right way to do it?

 Thanks
 Ilia

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Re: [osg-users] Returning ref_ptr vs. ref_ptr::get()

2008-09-11 Thread Paul Martz
 The example in the middle of page 37, above the one Cliff 
 cited, looks like it won't compile.  Did you really mean to 
 return *grp?  I know it's meant to show bad programming 
 practice but the book reads like it should compile.

You are correct, that code is wrong. I meant to return grp.get() as an
example of returning a dangling pointer.

I've added this to the errata at http://www.skew-matrix.com/osgqsg/. Thanks
for catching this.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] Strange behavior with multiple screens and ImageStream

2008-09-11 Thread Serge Lages
Hi Ryan,

Thanks for the tip but it doesn't change anything for me... :/
The solution will be to not display the video in full resolution on the 2
screens for the moment.

On Thu, Sep 11, 2008 at 4:18 PM, Kawicki, Ryan H
[EMAIL PROTECTED]wrote:

  I am not an expert in this area, but our application seems to suffer from
 this as well.  I don't think this has to do with OSG.  I believe it to be
 more driver related.

 Do you have VSync turned on?  If you do, force VSync to be always off and
 retest.


 *Ryan H. Kawicki*
 The Boeing Company
 Training Systems  Services
 Software Engineer
  --
 *From:* Serge Lages [mailto:[EMAIL PROTECTED]
 *Sent:* Thursday, September 11, 2008 4:53 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Strange behavior with multiple screens and
 ImageStream

  Hi all,

 We've made an ImageStream using FFmpeg to display movies on textures, but I
 am currently facing some problem when displaying this movie on two different
 contexts. Here is my setup :

 WinXP with one GForce 8600GTS and 2 screens, viewer on DrawThreadPerContext
 mode (OSG SVN head version).

 When I only have one screen but two windows (with a different context per
 window), everything works fine, the movie is displayed on the 2 windows
 without any problem. When I plug a second screen, and I keep the same setup
 (2 windows rendered into the first screen), I have a huge frame drop (more
 than 20 fps) when rendering my movie (note that in this configuration,
 nothing is displayed on the second screen). Same thing happens if I use the
 2 screens (with each window in full screen mode on each screen).

 I really don't understand why adding a new screens make this difference,
 moreover it's the only thing in my application that suffer like that from
 the second screen. Does it ring a bell to someone ?

 Thanks in advance !

 --
 Serge Lages
 http://www.tharsis-software.com

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Re: [osg-users] Movie texture on poly

2008-09-11 Thread Patrick Webb

Robert,

Thank you, I did not know that movies started paused. Yes, I've got  
the movies playing via osgmovie, and by using the command


osgviewer --movie myanim.gif

So that's all working! Hooray! So I guess my big question would be  
how do you call play on a movie in a .osg file?


Thank you for your help,
-Patrick

-

Message: 11
Date: Mon, 8 Sep 2008 09:55:19 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] Movie texture on poly
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Patrick,

Have you tried loading the images via osgmovie?  Movies load paused,
you have to call play on them get them to play.

Robert.

On Mon, Sep 8, 2008 at 4:07 AM, Patrick Webb [EMAIL PROTECTED] wrote:

Robert,

Sorry for not including some important information. Yes to having  
compiled
OSG with qt. The system I'm working on is running Fedora Core 7,  
and the
latest version of xine is installed. I can live without MPEG4,  
since the

animated textures I want to use can be done up as GIF animations.

Let me know if you need more information,
-Patrick



Date: Fri, 5 Sep 2008 09:13:24 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] Movie texture on poly
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
   [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Patrick,

I presume you have quicktime installed and compiled the OSG's qt
plugin on on your system, you make may no mention if you've done  
this
or if what system you are working on.  Quicktime is requied for  
Mpeg4

files, but only available under OSX and Windows.  Under Linux you'll
need to to you the xine-lib plugin, but xine-lib doesn't yet support
mpeg4 as far as I'm aware.

Robert.

On Fri, Sep 5, 2008 at 1:26 AM, Patrick A. Webb [EMAIL PROTECTED]  
wrote:


Hello, I'm trying to use osgviewer to display some models  
created in
Blender, and use animated textures (MPEG4 movies or even  
animated GIFs)

on
those models.

I've read through the archives and found mention of replacing  
the texture
file name in the .osg file with the name of the movie that's  
going to be

the
animated texture, but I've had no luck getting the texture to  
actually

animate.

Does anyone have an example .osg file and an associated movie that
worktogether to play an animated texture on a polygon?

Thanks in advance for any help.

-Patrick Webb
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End of osg-users Digest, Vol 15, Issue 19
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[osg-users] OverlayNode : Proble setting render target implementation

2008-09-11 Thread Rahul Jain


Hi All,
I am trying to set Render target implementation  using function 
setRenderTargetImplementation() in my application but it is not 
changing, When i looked in to the code I found out that the init() 
function is called in constructor, which in turn calls function 
getOverlayData(); for the first time, where default 
_renderTargetImpl(FBO) is set.
   Now if i call the function setRenderTargetImplementation() 
for changing render target implementation, it again calls 
getOverlayData(0), function returns without doing anything as 
OverlayData is already created for cv = 0. 


I am using OSG 2.6. Am i missing something or this might be a bug.
Best regards,
Rahul

--
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Member of Technical Staff,
Visualization Experts Limited.
www.vizexperts.com
+91-98109-83697 (M) 


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Re: [osg-users] Movie texture on poly

2008-09-11 Thread Robert Osfield
On Thu, Sep 11, 2008 at 6:51 PM, Patrick Webb [EMAIL PROTECTED] wrote:
 So that's all working! Hooray! So I guess my big question would be how do
 you call play on a movie in a .osg file?

You'll need to write a visitor to find the ImageStream and then play them.
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Re: [osg-users] OverlayNode : Proble setting render target implementation

2008-09-11 Thread Jason Beverage
Hi Ravi,

I submitted a fix for this but it didn't make it into the 2.6 release.
Moving to the trunk should fix the problem.  I also don't think this made it
into the 2.6 maintainence branch either, perhaps it should?

Thanks!

Jason

On Thu, Sep 11, 2008 at 2:19 PM, Rahul Jain [EMAIL PROTECTED] wrote:


 Hi All,
 I am trying to set Render target implementation  using function
 setRenderTargetImplementation() in my application but it is not changing,
 When i looked in to the code I found out that the init() function is called
 in constructor, which in turn calls function getOverlayData(); for the first
 time, where default _renderTargetImpl(FBO) is set.
   Now if i call the function setRenderTargetImplementation() for
 changing render target implementation, it again calls getOverlayData(0),
 function returns without doing anything as OverlayData is already created
 for cv = 0.
 I am using OSG 2.6. Am i missing something or this might be a bug.
 Best regards,
 Rahul

 --
 Rahul Jain,
 Member of Technical Staff,
 Visualization Experts Limited.
 www.vizexperts.com
 +91-98109-83697 (M)
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Re: [osg-users] Returning ref_ptr vs. ref_ptr::get()

2008-09-11 Thread Alberto Luaces
El Jueves 11 Septiembre 2008ES 18:37:07 Paul Martz escribió:
  The example in the middle of page 37, above the one Cliff
  cited, looks like it won't compile.  Did you really mean to
  return *grp?  I know it's meant to show bad programming
  practice but the book reads like it should compile.

 You are correct, that code is wrong. I meant to return grp.get() as an
 example of returning a dangling pointer.

 I've added this to the errata at http://www.skew-matrix.com/osgqsg/. Thanks
 for catching this.

Curious. I already had return *grp on my hard copy.
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Re: [osg-users] Returning ref_ptr vs. ref_ptr::get()

2008-09-11 Thread Paul Martz
 El Jueves 11 Septiembre 2008ES 18:37:07 Paul Martz escribió:
   The example in the middle of page 37, above the one Cliff cited, 
   looks like it won't compile.  Did you really mean to 
 return *grp?  I 
   know it's meant to show bad programming practice but the 
 book reads 
   like it should compile.
 
  You are correct, that code is wrong. I meant to return 
 grp.get() as an 
  example of returning a dangling pointer.
 
  I've added this to the errata at 
 http://www.skew-matrix.com/osgqsg/. 
  Thanks for catching this.
 
 Curious. I already had return *grp on my hard copy.

Yes, and that's wrong. return *grp returns and instance of a Group, but
the function is declared to return a pointer to a Group, so it won't
compile. (The example is meant to demonstrate a common coding mistake, but
it should at least compile. :-)

The example should be changed to read return grp.get(). This is the
correct way to demonstrate returning a dangling pointer (something you
should never do).
   -Paul

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Re: [osg-users] Mac OS X 10.5 crash in osgText

2008-09-11 Thread Hartmut Seichter
Well, sorry I forgot to mention it certainly works with singlethreaded 
mode. I could try to reproduce it with a simpler example but I think 
osgviewer is as lean as it gets. If I don't switch on the HUD in 
osgviewer the problem does not occur - or lets say I can't reproduce it.
We have some other applications which could benefit from multi threading 
but show exactly the same behaviour when using a HUD i.e osgText.


H


Robert Osfield wrote:

Hi Hartmut,

The FreeType plugin usage is guarded to prevent thread problems so
while FreeType isn't thread safe, this shouldn't affect OSG-2.6, and
almost certainly has no barring on the crash you describe.

The crash you looks to be CGL issue, whether this is a threading issue
or otherwise I cannot say at this stage.  Try chnaging the threading
models in osgviewer by pressing 'm', or run the app with the command
line option --SingleThreaded etc.

Robert.

On Thu, Sep 11, 2008 at 12:23 PM, Hartmut Seichter
[EMAIL PROTECTED] wrote:
  

I seen some other threads mentioning FreeType not being thread save. This is
OSG 2.6 branch

This is replicable with plain osgviewer on OSX  on a MBP 2.4

To replicate:

export OSG_WINDOW='20 20 800 600'

open osgviewer cow.osg

press 's' to show the stats

with '' and '' go up and down the window resolutions ...

it crashes always at the same point ... see below

Is there any solution? If so will it be backported to 2.6?

Cheers,
Hartmut




Process: osgviewer [1487]
Path:/usr/local/bin/osgviewer
Identifier:  osgviewer
Version: ??? (???)
Code Type:   X86 (Native)
Parent Process:  bash [183]

Date/Time:   2008-09-11 20:53:13.980 +1200
OS Version:  Mac OS X 10.5.4 (9E17)
Report Version:  6

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x19274010
Crashed Thread:  2

Thread 0:
0   libSystem.B.dylib 0x961f84a6 mach_msg_trap + 10
1   libSystem.B.dylib 0x961ffc9c mach_msg + 72
2   com.apple.CoreGraphics0x94deab4d _CGSRemoveSurface + 133
3   com.apple.agl 0x94d1dc56 aglSetDrawable + 448
4   libosgViewer.44.dylib 0x0017a460
osgViewer::GraphicsWindowCarbon::setWindowDecorationImplementation(bool) +
426
5   libosgViewer.44.dylib 0x00176ed0
osgViewer::GraphicsWindow::setWindowDecoration(bool) + 38
6   libosgViewer.44.dylib 0x00174959
osgViewer::WindowSizeHandler::changeWindowedResolution(osgViewer::GraphicsWindow*,
bool) + 1039
7   libosgViewer.44.dylib 0x0017500c
osgViewer::WindowSizeHandler::handle(osgGA::GUIEventAdapter const,
osgGA::GUIActionAdapter) + 670
8   libosgViewer.44.dylib 0x00126752
osgGA::GUIEventHandler::handle(osgGA::GUIEventAdapter const,
osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 38
9   libosgViewer.44.dylib 0x001192d4
osgGA::GUIEventHandler::handleWithCheckAgainstIgnoreHandledEventsMask(osgGA::GUIEventAdapter
const, osgGA::GUIActionAdapter, osg::Object*, osg::NodeVisitor*) + 120
10  libosgViewer.44.dylib 0x0016a27c
osgViewer::Viewer::eventTraversal() + 4620
11  libosgViewer.44.dylib 0x0016eb21
osgViewer::ViewerBase::frame(double) + 159
12  libosgViewer.44.dylib 0x0016ea65
osgViewer::ViewerBase::run() + 239
13  libosgViewer.44.dylib 0x00161080 osgViewer::Viewer::run() +
182
14  osgviewer 0x865b main + 6241
15  osgviewer 0x6dce start + 54

Thread 1:
0   libSystem.B.dylib 0x961ff68e __semwait_signal + 10
1   libSystem.B.dylib 0x9622a36d pthread_cond_wait$UNIX2003
+ 73
2   libGLProgrammability.dylib0x93b92432 glvmDoWork + 162
3   libSystem.B.dylib 0x962296f5 _pthread_start + 321
4   libSystem.B.dylib 0x962295b2 thread_start + 34

Thread 2 Crashed:
0   ???   0x121ef200 0 + 304017920
1   GLEngine  0x00ed531a
gleDrawArraysOrElements_ExecCore + 266
2   GLEngine  0x00ed6278
gleDrawArraysOrElements_IMM_Exec + 1080
3   libGL.dylib   0x96ddd7f1 glDrawArrays + 113
4   libosgText.44.dylib   0x002b4d55
osgText::Text::drawForegroundText(osg::State, osgText::Text::GlyphQuads
const, osg::Vec4f const) const + 527
5   libosgText.44.dylib   0x002b5ac0
osgText::Text::renderOnlyForegroundText(osg::State, osg::Vec4f const)
const + 118
6   libosgText.44.dylib   0x002b61bb
osgText::Text::drawImplementation(osg::State, osg::Vec4f const) const +
1117
7   libosgText.44.dylib   0x002b68f1
osgText::Text::drawImplementation(osg::RenderInfo) const + 107
8   libosgViewer.44.dylib 0x00140e72
osgViewer::TextDrawCallback::drawImplementation(osg::RenderInfo,
osg::Drawable const*) const + 548
9   libosgUtil.44.dylib   0x0052082e
osg::Drawable::draw(osg::RenderInfo) const + 412
10