Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues

2009-01-13 Thread Robert Osfield
Hi Hartmut,

Thanks for the pointer, I'll go try this out.

Robert.

On Mon, Jan 12, 2009 at 9:31 PM, Hartmut Seichter
li...@technotecture.com wrote:
 Robert,

 I guess this is the same bug in CMake I reported ages ago - the report
 also includes a workaround.

 http://www.vtk.org/Bug/bug_view_advanced_page.php?bug_id=7407

 Cheers,
 Hartmut





 On 13/1/09 6:57 AM, Robert Osfield wrote:

 Hi Cmake experts,

 I'm currently working on the OSG's dicom loader, trying to get it
 compiling under OSX.  I am trying to compile this plugin against the
 DCMTK library that has it's headers installed into
 /usr/local/include/dcmtk.  The Cmake scripts that search for DCMTK
 have located the headers in /usr/local/include and the add the extra
 path info to this to locate the specific files required.  Everything
 should just work smoothly... but... the files aren't being found, and
 it what it looks like is that CMake's is trying to be clever by by not
 including directories that it thinks are redudent.  The relevant entry
 in the src/osgPlugins/dicom/CMakeList.txt file is:

 MESSAGE(DCMTK_ROOT_INCLUDE_DIR:  ${DCMTK_ROOT_INCLUDE_DIR})

 INCLUDE_DIRECTORIES(${DCMTK_ROOT_INCLUDE_DIR})


 When I run the make and cmake confgures itself for the first time it
 correctly reports /usr/local/include for DCMTK_ROOT_INCLUDE_DIR, but
 when I run make VERBOSE=1 there is no -I/usr/local/include on the
 compile line.  The weird thing is that if I change the line to:

 INCLUDE_DIRECTORIES(${DCMTK_ROOT_INCLUDE_DIR}/../include)

 It fools Cmake into including the -I entry.  Now this hack isn't a
 viable change to check in but it does point to Cmake trying to be too
 clever.

 Has anyone come across this themselves?  Is there a workaround?

 Robert.
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Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues

2009-01-13 Thread Robert Osfield
Hi Mattias,

On Mon, Jan 12, 2009 at 9:18 PM, Mattias Helsing helsin...@gmail.com wrote:
 I haven't seen this (yet) and I write scripts like this one every
 week. I wouldn't even dare a guess and don't have my linux box here
 but will try and test this. What cmake version are you using? Dare I
 guess the infamous 2.6.0-ubuntu ;-)

This was a problem I saw on OSX box, I was remotely logging in.  Cmake
version 2.6.0.

Robert.
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Re: [osg-users] Loading movie

2009-01-13 Thread Carlos Sanches
if I play only one movie there are no problem . the movie play well.
if I wish play the second movie . the problem occours when  I call play .
if I try use the same video to first and second , when I play the second the
program crash.
the movies are ok . I play it in mplayer
I m trying to play avi movies without compression .

Remembering if I play only one all is fine .

:(




On Mon, Jan 12, 2009 at 8:42 PM, Gerwin de Haan gerwindeh...@gmail.comwrote:

 Dear Carlos,
 from my experiments some time ago (osg 2.4, ubuntu 7.10), playing
 _multiple_ movies through ImageStream instances using the osgdb xine
 plugin result in sporadic crashes and funny playback/pause behavior,
 most probably caused by threading issues. At the time I did not have
 the time to go into the problem too deeply, but I recall I found it
 suspicious that only a single xine player instance was responsible for
 handling multiple movies. Again, crashes might also have been caused
 by some video codec used inside xine. What type of movie (container,
 codec, sound, size etc.) are you trying to play?
 regards,
 Gerwin
 ps. I was hoping for some public ffmpeg plugin implementation to pop
 up on the list, but either I missed it or it's not yet been released.

 On Mon, Jan 12, 2009 at 6:51 PM, Carlos Sanches ces...@gmail.com wrote:
  Excuse-me  I m going crazy.
  My version is OpenSceneGraph Library 2.7.7
  OS Ubuntu 8.04
 
  My program load the movies. I play the first but when I will play the
 second
  the program crash .
  This is what is happening ...
 
 
  *** glibc detected *** ./OSG: double free or corruption (out): 0xafd31008
  ***
  === Backtrace: =
  /lib/tls/i686/cmov/libc.so.6[0xb7444a85]
  /lib/tls/i686/cmov/libc.so.6(cfree+0x90)[0xb74484f0]
  /usr/local/lib/osgPlugins-2.7.7/osgdb_xine.so[0xb5add753]
  /usr/lib/libxine.so.1[0xb5aa54d8]
  === Memory map: 
  08048000-08071000 r-xp  08:12 6046911
  /dados/workspace/desenv/OSG/Debug/OSG
  08071000-08072000 rw-p 00028000 08:12 6046911
  /dados/workspace/desenv/OSG/Debug/OSG
  08072000-0fd3 rw-p 08072000 00:00 0  [heap]
  a1778000-a1779000 ---p a1778000 00:00 0
  a1779000-a1f79000 rwxp a1779000 00:00 0
  a1f79000-a20a5000 rw-s 2c15f000 00:0e 13809  /dev/nvidia0
  a20a5000-a22ff000 rw-p a20a5000 00:00 0
  a22ff000-a230 ---p a22ff000 00:00 0
  a230-a2b0 rwxp a230 00:00 0
  a2b0-a2bd4000 rw-p a2b0 00:00 0
  a2bd4000-a2c0 ---p a2bd4000 00:00 0
  a2c0-a2c6c000 rw-p a2c0 00:00 0
  a2c6c000-a2d0 ---p a2c6c000 00:00 0
  a2d0-a2dfc000 rw-p a2d0 00:00 0
  a2dfc000-a2e0 ---p a2dfc000 00:00 0
  a2f0-a2ffe000 rw-p a2f0 00:00 0
  a2ffe000-a300 ---p a2ffe000 00:00 0
  a310-a31f7000 rw-p a310 00:00 0
  a31f7000-a320 ---p a31f7000 00:00 0
  a330-a33fc000 rw-p a330 00:00 0
  a33fc000-a340 ---p a33fc000 00:00 0
  a350-a35f9000 rw-p a350 00:00 0
  a35f9000-a360 ---p a35f9000 00:00 0
  a370-a37fc000 rw-p a370 00:00 0
  a37fc000-a380 ---p a37fc000 00:00 0
  a390-a39fe000 rw-p a390 00:00 0
  a39fe000-a3a0 ---p a39fe000 00:00 0
  a3b0-a3bff000 rw-p a3b0 00:00 0
  a3bff000-a3c0 ---p a3bff000 00:00 0
  a3d0-a3df9000 rw-p a3d0 00:00 0
  a3df9000-a3e0 ---p a3df9000 00:00 0
  a3f0-a3fed000 rw-p a3f0 00:00 0
  a3fed000-a400 ---p a3fed000 00:00 0
  a400-a40fb000 rw-p a400 00:00 0
  a40fb000-a410 ---p a40fb000 00:00 0
  a410-a41ff000 rw-p a410 00:00 0
  a41ff000-a420 ---p a41ff000 00:00 0
  a430-a440 rw-p a430 00:00 0
  a450-a45fc000 rw-p a450 00:00 0
  a45fc000-a460 ---p a45fc000 00:00 0
  a470-a47fc000 rw-p a470 00:00 0
  a47fc000-a480 ---p a47fc000 00:00 0
  a490-a49f9000 rw-p a490 00:00 0
  a49f9000-a4a0 ---p a49f9000 00:00 0
  a4b0-a4c0 rw-p a4b0 00:00 0
  a4d0-a4df8000 rw-p a4d0 00:00 0
  a4df8000-a4e0 ---p a4df8000 00:00 0
  a4e0-a4ef1000 rw-p a4e0 00:00 0
  a4ef1000-a4f0 ---p a4ef1000 00:00 0
  a4f0-a4fff000 rw-p a4f0 00:00 0
  a4fff000-a500 ---p a4fff000 00:00 0
  a510-a51ff000 rw-p a510 00:00 0
  a51ff000-a520 ---p a51ff000 00:00 0
  a530-a53fc000 rw-p a530 00:00 0
  a53fc000-a540 ---p a53fc000 00:00 0
  a550-a56ff000 rw-p a550 00:00 0
  a56ff000-a570 ---p a56ff000 00:00 0
  a570-a57f8000 rw-p a570 00:00 0
  a57f8000-a580 ---p a57f8000 00:00 0
  a590-a59fb000 rw-p a590 00:00 0
  a59fb000-a5a0 ---p a59fb000 00:00 0
  a5b0-a5bf7000 rw-p a5b0 00:00 0
  a5bf7000-a5c0 ---p a5bf7000 00:00 0
  a5d0-a5df8000 rw-p a5d0 00:00 0
  a5df8000-a5e0 ---p a5df8000 00:00 0
  a5e0-a5efb000 rw-p a5e0 00:00 0
  a5efb000-a5f0 ---p a5efb000 00:00 0
  a5f0-a600 rw-p a5f0 00:00 0
  a610-a620 rw-p a610 00:00 0
  a630-a63fa000 rw-p a630 00:00 0
  a63fa000-a640 ---p a63fa000 00:00 0
  

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi,

Looking for physic/collision application, I would have more information on
osgNV.

Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?

Thanks,

Regards,
   Vincent.

2008/12/18 Wang Rui wangra...@gmail.com

 Hi all,

 osgNV 0.6.2 has been released today, with the integration of the latest Cg
 2.1 runtime, including a new resource manager, new profiles, the support of
 geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
 buffer uniforms class (cgSetBufferParameter) and related examples.

 Another important feature of the new release is a preliminary integration
 of OSG and PhysX libraries, which makes it possible now for OSG developers
 to implement collidings, rigid and soft objects, cloth and clothing, fluids
 and many other physics simulations. PhysX is one of the most famous physics
 engines and also part of the nVIDIA functionalities.

 The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
 even more physics engines (like ODE, Bullet, Newton and so on, because of
 its open structure in design) step by step! Creation and computation of
 rigid actors are provided at present, as the attached image shows.

 The website is:

 http://osgnv.sourceforge.net/

 You may download the latest osgNV tarball at:
 https://sourceforge.net/projects/osgnv/

 The SVN access is also usable:
 *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

 Already tested on Windows XP SP2, Visual Studio 2008. You will need
 OpenSceneGraph, CMake, nVIDIA Cg (
 http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
 http://developer.nvidia.com/object/physx.html) if you want to see all the
 latest features. BUILD_PHYSX (the new physics engine support) is off by
 default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
 GNU/Linux systems. Could anybody help me test it?

 Thanks for advices and suggestions.

 Cheers,

 Wang Rui

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Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport

Hi,

can you make it crash in singlethreaded mode? If not, check all settings 
of dynamic on text nodes.


jp

Vincent Bourdier wrote:

Hi,

I allow myself to Up this topic...

Thanks,

Regards,
   Vincent.

2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com 
mailto:vincent.bourd...@gmail.com


I think there is a real bug in the rendering of OsgText. (2.6.1 release)

The bug does appear randomly... I get it with simple text in a Hud,
updated each frame.

The bug is there :


/void Text::drawForegroundText(osg::State state, const GlyphQuads
glyphquad, const osg::Vec4 colorMultiplier) const
{
unsigned int contextID = state.getContextID();

const GlyphQuads::Coords3 transformedCoords =
glyphquad._transformedCoords[contextID];
if (!transformedCoords.empty())
{
state.setVertexPointer( 3, GL_FLOAT, 0,
(transformedCoords.front()));
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0,
(glyphquad._texcoords.front()));  *//HERE : glyphquad._texcoords is
void, but seems initiated *

  *
//VS degogeur said content is [0]()*

if(_colorGradientMode == SOLID)
{
state.disableColorPointer();
   
glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());

}
else
{
state.setColorPointer( 4, GL_FLOAT, 0,
(glyphquad._colorCoords.front()));
}

glDrawArrays(GL_QUADS,0,transformedCoords.size());

}
}/




Stack trace :

 msvcp80d.dll!std::_Debug_message(const wchar_t *
message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int
line=99)  Ligne 24C++

osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f

 ::operator*()  Ligne 99 + 0x14 octetsC++

osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f

 ::front()  Ligne 772 + 0x24 octetsC++

osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State 

state={...}, const osgText::Text::GlyphQuads  glyphquad={...},
const osg::Vec4f  colorMultiplier={...})  Ligne 1726 + 0xb
octetsC++

osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State

 state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne 1754
+ 0x14 octetsC++
 osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State
 state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne
1369C++

osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo

 renderInfo={...})  Ligne 1253C++
 osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo 
renderInfo={...})  Ligne 895 + 0x13 octetsC++
 osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) 
Ligne 60 + 0x19 octetsC++

osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 419 + 0x19 octetsC++

 osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 384 + 0x17 octetsC++

osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 469 + 0x35 octetsC++

osg48-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 1235C++

 osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 384 + 0x17 octetsC++

osg48-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo 

renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618, bool
 doCopyTexture=false)  Ligne 832C++
 osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 1090 + 0x1b octetsC++

osg48-osgUtild.dll!osgUtil::RenderStage::drawPostRenderStages(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 1248 + 0x2c octetsC++

 osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618) 
Ligne 1155 + 0x17 octetsC++

 osg48-osgUtild.dll!osgUtil::SceneView::draw()  Ligne 1509 +
0x37 octetsC++
 osg48-osgViewerd.dll!osgViewer::Renderer::draw()  Ligne 413 +

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Wang Rui
Hi Vincent,
osgNV only works with nVIDIA devices because of its name. :-)
Sukender and I are working on another open-source project osgPhysics now to
support more kinds of physics engines in OSG, which will also replace
the osgNVPhysx nodekit in a near future. You may have a look at the SVN
version of it on SF.net if interested. It's still in design.

Wang Rui
2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.

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[osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi,

Currently making my billboard node, I add an osgText on it. I need this text
to be in node's coordinate, but in constant pixel size on screen.
When the billboard move or rotate, the text will follow it. The only thing
the text can change is caracter size.

I use this code :
*
osg::ref_ptrosgText::Text d = new osgText::Text;

d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));

d-setPosition(decal*0.7);//to avoid collision between object and
osgText

d-setText(Test);
d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
d-setAutoRotateToScreen(false);
d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
d-setCharacterSize(30);
d-setAlignment(osgText::Text::CENTER_TOP);
//d-setDrawMode(1);

billboard-addDrawable(d.get());*

But the setRotation is making something bad.

Without the setRotation line node, everything is good for text size.
Rotation is bad but it is something expected.
So I apply a rotation on it, to obtain the text with the good orientation
relative to the billboard. After that, the text rotation is good, but when
the camera is aproaching, the text size do not update correctly : only the
width stay constant in pixel size... the hight stay constant in billboard
coordinates size. So the text is deformed, depending on camera distance from
it..

The question is : how to rotate the text without having this bad effect ?

Thanks.

Regards,
   Vincent.
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi Wang,

Just needed to be sure... Looking at the OSG and Physic/collision
capabilities, I am exploring all the things I'm currently reading mail
archive I kept about collision detection/managment.

Thanks for these details.

Regards,
   Vincent.

2009/1/13 Wang Rui wangra...@gmail.com

 Hi Vincent,
 osgNV only works with nVIDIA devices because of its name. :-)
 Sukender and I are working on another open-source project osgPhysics now to
 support more kinds of physics engines in OSG, which will also replace
 the osgNVPhysx nodekit in a near future. You may have a look at the SVN
 version of it on SF.net if interested. It's still in design.

 Wang Rui
 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.


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Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Robert Osfield
Hi Vincent,

I've never used osgText in conjunction with osg::Billboard before. I
can image the mix of on the fly compute matrices might cause problems.
 osgText has support for billboard behaviour so I'd recommend not
adding  the text to the billboard, instead just add it as sibling to
the Billboard and enable the rotate to screen option on the text
object.

Robert.

On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Hi,

 Currently making my billboard node, I add an osgText on it. I need this text
 to be in node's coordinate, but in constant pixel size on screen.
 When the billboard move or rotate, the text will follow it. The only thing
 the text can change is caracter size.

 I use this code :

 osg::ref_ptrosgText::Text d = new osgText::Text;

 d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
 osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));

 d-setPosition(decal*0.7);//to avoid collision between object and
 osgText

 d-setText(Test);
 d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
 d-setAutoRotateToScreen(false);
 d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
 d-setCharacterSize(30);
 d-setAlignment(osgText::Text::CENTER_TOP);
 //d-setDrawMode(1);

 billboard-addDrawable(d.get());

 But the setRotation is making something bad.

 Without the setRotation line node, everything is good for text size.
 Rotation is bad but it is something expected.
 So I apply a rotation on it, to obtain the text with the good orientation
 relative to the billboard. After that, the text rotation is good, but when
 the camera is aproaching, the text size do not update correctly : only the
 width stay constant in pixel size... the hight stay constant in billboard
 coordinates size. So the text is deformed, depending on camera distance from
 it..

 The question is : how to rotate the text without having this bad effect ?

 Thanks.

 Regards,
Vincent.

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Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi Robert,

I did it from the past for a simple OSG text on a billboard node,
without constant screen pixel size management and it works well.

I'll try to get the text out from the billboard, hoping this won't
 be so difficult to obtain the same result...

Thanks for this explanation.

Regards,
   Vincent.

2009/1/13 Robert Osfield robert.osfi...@gmail.com

 Hi Vincent,

 I've never used osgText in conjunction with osg::Billboard before. I
 can image the mix of on the fly compute matrices might cause problems.
  osgText has support for billboard behaviour so I'd recommend not
 adding  the text to the billboard, instead just add it as sibling to
 the Billboard and enable the rotate to screen option on the text
 object.

 Robert.

 On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
 vincent.bourd...@gmail.com wrote:
  Hi,
 
  Currently making my billboard node, I add an osgText on it. I need this
 text
  to be in node's coordinate, but in constant pixel size on screen.
  When the billboard move or rotate, the text will follow it. The only
 thing
  the text can change is caracter size.
 
  I use this code :
 
  osg::ref_ptrosgText::Text d = new osgText::Text;
 
  d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
  osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));
 
  d-setPosition(decal*0.7);//to avoid collision between object and
  osgText
 
  d-setText(Test);
  d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
  d-setAutoRotateToScreen(false);
  d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
  d-setCharacterSize(30);
  d-setAlignment(osgText::Text::CENTER_TOP);
  //d-setDrawMode(1);
 
  billboard-addDrawable(d.get());
 
  But the setRotation is making something bad.
 
  Without the setRotation line node, everything is good for text size.
  Rotation is bad but it is something expected.
  So I apply a rotation on it, to obtain the text with the good orientation
  relative to the billboard. After that, the text rotation is good, but
 when
  the camera is aproaching, the text size do not update correctly : only
 the
  width stay constant in pixel size... the hight stay constant in billboard
  coordinates size. So the text is deformed, depending on camera distance
 from
  it..
 
  The question is : how to rotate the text without having this bad effect ?
 
  Thanks.
 
  Regards,
 Vincent.
 
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Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
Hi J.P,

I have no crash in singleThreaded mode. It is a random crash so I can not be
100% sure, but it seems to be the problem.
So, what can cause a crash with Dynamic settings ? I have some, I'll check
them, but I'm not sure of what to search...

Thanks,

Vincent.

2009/1/13 J.P. Delport jpdelp...@csir.co.za

 Hi,

 can you make it crash in singlethreaded mode? If not, check all settings of
 dynamic on text nodes.

 jp

 Vincent Bourdier wrote:

 Hi,

 I allow myself to Up this topic...

 Thanks,

 Regards,
   Vincent.

 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:
 vincent.bourd...@gmail.com


I think there is a real bug in the rendering of OsgText. (2.6.1
 release)

The bug does appear randomly... I get it with simple text in a Hud,
updated each frame.

The bug is there :


/void Text::drawForegroundText(osg::State state, const GlyphQuads
glyphquad, const osg::Vec4 colorMultiplier) const
{
unsigned int contextID = state.getContextID();

const GlyphQuads::Coords3 transformedCoords =
glyphquad._transformedCoords[contextID];
if (!transformedCoords.empty())
{
state.setVertexPointer( 3, GL_FLOAT, 0,
(transformedCoords.front()));
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0,
(glyphquad._texcoords.front()));  *//HERE : glyphquad._texcoords is
void, but seems initiated *

*
//VS degogeur said content is [0]()*

if(_colorGradientMode == SOLID)
{
state.disableColorPointer();

  
 glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
}
else
{
state.setColorPointer( 4, GL_FLOAT, 0,
(glyphquad._colorCoords.front()));
}

glDrawArrays(GL_QUADS,0,transformedCoords.size());

}
}/




Stack trace :

 msvcp80d.dll!std::_Debug_message(const wchar_t *
message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int
line=99)  Ligne 24C++

  
 osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f
 ::operator*()  Ligne 99 + 0x14 octetsC++

  osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f
 ::front()  Ligne 772 + 0x24 octetsC++
   osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State
 
state={...}, const osgText::Text::GlyphQuads  glyphquad={...},
const osg::Vec4f  colorMultiplier={...})  Ligne 1726 + 0xb
octetsC++

  osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State
 state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne 1754
+ 0x14 octetsC++
 osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State
 state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne
1369C++

  osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo
 renderInfo={...})  Ligne 1253C++
 osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo 
renderInfo={...})  Ligne 895 + 0x13 octetsC++
 osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne
 60 + 0x19 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)
  Ligne 419 + 0x19 octetsC++
 osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)Ligne
 384 + 0x17 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)
  Ligne 469 + 0x35 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)
  Ligne 1235C++
 osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)Ligne
 384 + 0x17 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618, bool
 doCopyTexture=false)  Ligne 832C++
 osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)Ligne
 1090 + 0x1b octetsC++

  
 osg48-osgUtild.dll!osgUtil::RenderStage::drawPostRenderStages(osg::RenderInfo
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)
  Ligne 1248 + 0x2c octetsC++
 osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x06f48618)Ligne
 1155 + 0x17 octetsC++
 

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread J.P. Delport

Hi,

sorry, I should have been a bit clearer. If using multithreaded modes 
you must make sure that the DataVariance on the objects you are changing 
dynamically is set to DYNAMIC, something like:


stateset-setDataVariance(osg::Object::DYNAMIC);

Also have a search on the mailing list for setDataVariance.

regards
jp

Vincent Bourdier wrote:

Hi J.P,

I have no crash in singleThreaded mode. It is a random crash so I can 
not be 100% sure, but it seems to be the problem.
So, what can cause a crash with Dynamic settings ? I have some, I'll 
check them, but I'm not sure of what to search...


Thanks,

Vincent.

2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za

Hi,

can you make it crash in singlethreaded mode? If not, check all
settings of dynamic on text nodes.

jp

Vincent Bourdier wrote:

Hi,

I allow myself to Up this topic...

Thanks,

Regards,
  Vincent.

2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com


   I think there is a real bug in the rendering of OsgText.
(2.6.1 release)

   The bug does appear randomly... I get it with simple text in
a Hud,
   updated each frame.

   The bug is there :


   /void Text::drawForegroundText(osg::State state, const
GlyphQuads
   glyphquad, const osg::Vec4 colorMultiplier) const
   {
   unsigned int contextID = state.getContextID();

   const GlyphQuads::Coords3 transformedCoords =
   glyphquad._transformedCoords[contextID];
   if (!transformedCoords.empty())
   {
   state.setVertexPointer( 3, GL_FLOAT, 0,
   (transformedCoords.front()));
   state.setTexCoordPointer( 0, 2, GL_FLOAT, 0,
   (glyphquad._texcoords.front()));  *//HERE :
glyphquad._texcoords is
   void, but seems initiated *
   
 *

   //VS degogeur said content is [0]()*

   if(_colorGradientMode == SOLID)
   {
   state.disableColorPointer();
   
 glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());

   }
   else
   {
   state.setColorPointer( 4, GL_FLOAT, 0,
   (glyphquad._colorCoords.front()));
   }

   glDrawArrays(GL_QUADS,0,transformedCoords.size());

   }
   }/




   Stack trace :

msvcp80d.dll!std::_Debug_message(const wchar_t *
   message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int
   line=99)  Ligne 24C++
 
 osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f

::operator*()  Ligne 99 + 0x14 octetsC++
 
 osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f

::front()  Ligne 772 + 0x24 octetsC++

 osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State 

   state={...}, const osgText::Text::GlyphQuads  glyphquad={...},
   const osg::Vec4f  colorMultiplier={...})  Ligne 1726 + 0xb
   octetsC++
 
 osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State

state={...}, const osg::Vec4f  colorMultiplier={...})
 Ligne 1754
   + 0x14 octetsC++
   
osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State

state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne
   1369C++
 
 osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo

renderInfo={...})  Ligne 1253C++
osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo 
   renderInfo={...})  Ligne 895 + 0x13 octetsC++
   
osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo

renderInfo={...}, osgUtil::RenderLeaf *
previous=0x06f48618)Ligne 60 + 0x19 octetsC++
 
 osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo

renderInfo={...}, osgUtil::RenderLeaf * 
previous=0x06f48618)Ligne 419 + 0x19 octetsC++
   
osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 

   renderInfo={...}, osgUtil::RenderLeaf * 
previous=0x06f48618)Ligne 384 + 0x17 octetsC++
 
 

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
If DYNAMIC is a state , I can assume that it is an inherited property.

Assuming that can be good solution, I would be sufficient to set it on a
root node, isn't it ? (I will not do that of course)
Is it different to set it on a Geometry ? or on its Gode / Group / PAT
parent ?

I'll check is the good nodes are set to DYNAMIC or not.

Thanks,

 Vincent.

2009/1/13 J.P. Delport jpdelp...@csir.co.za

 Hi,

 sorry, I should have been a bit clearer. If using multithreaded modes you
 must make sure that the DataVariance on the objects you are changing
 dynamically is set to DYNAMIC, something like:

 stateset-setDataVariance(osg::Object::DYNAMIC);

 Also have a search on the mailing list for setDataVariance.

 regards
 jp

 Vincent Bourdier wrote:

 Hi J.P,

 I have no crash in singleThreaded mode. It is a random crash so I can not
 be 100% sure, but it seems to be the problem.
 So, what can cause a crash with Dynamic settings ? I have some, I'll check
 them, but I'm not sure of what to search...

 Thanks,

 Vincent.

 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
 


Hi,

can you make it crash in singlethreaded mode? If not, check all
settings of dynamic on text nodes.

jp

Vincent Bourdier wrote:

Hi,

I allow myself to Up this topic...

Thanks,

Regards,
  Vincent.

2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com


   I think there is a real bug in the rendering of OsgText.
(2.6.1 release)

   The bug does appear randomly... I get it with simple text in
a Hud,
   updated each frame.

   The bug is there :


   /void Text::drawForegroundText(osg::State state, const
GlyphQuads
   glyphquad, const osg::Vec4 colorMultiplier) const
   {
   unsigned int contextID = state.getContextID();

   const GlyphQuads::Coords3 transformedCoords =
   glyphquad._transformedCoords[contextID];
   if (!transformedCoords.empty())
   {
   state.setVertexPointer( 3, GL_FLOAT, 0,
   (transformedCoords.front()));
   state.setTexCoordPointer( 0, 2, GL_FLOAT, 0,
   (glyphquad._texcoords.front()));  *//HERE :
glyphquad._texcoords is
   void, but seems initiated *

 *
   //VS degogeur said content is [0]()*

   if(_colorGradientMode == SOLID)
   {
   state.disableColorPointer();

 glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
   }
   else
   {
   state.setColorPointer( 4, GL_FLOAT, 0,
   (glyphquad._colorCoords.front()));
   }

   glDrawArrays(GL_QUADS,0,transformedCoords.size());

   }
   }/




   Stack trace :

msvcp80d.dll!std::_Debug_message(const wchar_t *
   message=0x01919bd0, const wchar_t * file=0x01918570, unsigned
 int
   line=99)  Ligne 24C++

 osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f
::operator*()  Ligne 99 + 0x14 octetsC++

 osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f
::front()  Ligne 772 + 0x24 octetsC++

 osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State 
   state={...}, const osgText::Text::GlyphQuads  glyphquad={...},
   const osg::Vec4f  colorMultiplier={...})  Ligne 1726 + 0xb
   octetsC++

 osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State
state={...}, const osg::Vec4f  colorMultiplier={...})
 Ligne 1754
   + 0x14 octetsC++

  osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State
state={...}, const osg::Vec4f  colorMultiplier={...})  Ligne
   1369C++

 osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo
renderInfo={...})  Ligne 1253C++
osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo 
   renderInfo={...})  Ligne 895 + 0x13 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo
renderInfo={...}, osgUtil::RenderLeaf *
previous=0x06f48618)Ligne 60 + 0x19 octetsC++

 osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo
renderInfo={...}, osgUtil::RenderLeaf * 
previous=0x06f48618)Ligne 419 + 0x19 octetsC++

  osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
   renderInfo={...}, osgUtil::RenderLeaf * 

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Sukender
Hi Vincent,

I'd like to add a thing to what Wang said: some physics intergration with OSG 
already have been done (like what Wang did for osgNV, and me for PVLE). But 
osgPhysics will be different in the way it's intended to be integrated in the 
core OSG (if and when it'll be good enough!).
So if you have time, just wait for osgPhysics (or join the project!)... else 
you can try what's existing.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 13 Jan 2009 13:03:48 +0100, Vincent Bourdier 
vincent.bourd...@gmail.com a écrit:

 Hi Wang,

 Just needed to be sure... Looking at the OSG and Physic/collision
 capabilities, I am exploring all the things I'm currently reading mail
 archive I kept about collision detection/managment.

 Thanks for these details.

 Regards,
Vincent.

 2009/1/13 Wang Rui wangra...@gmail.com

 Hi Vincent,
 osgNV only works with nVIDIA devices because of its name. :-)
 Sukender and I are working on another open-source project osgPhysics now to
 support more kinds of physics engines in OSG, which will also replace
 the osgNVPhysx nodekit in a near future. You may have a look at the SVN
 version of it on SF.net if interested. It's still in design.

 Wang Rui
 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.


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[osg-users] Terrain visualization approach

2009-01-13 Thread David Karlsson
Hi,

I need to visualize a large terrain in real-time using open scene graph. I have 
been thinking a bit about how to implement it, but I would really appreciate 
any feedback or ideas on this approach.

First some info about the data:

- Height: The height data consists of around 1000 tiles in raster format. Each 
tile is representing an area of 50x50 km using 501x501 samples.
- Terrain classification: Each tile also has an additional classification map 
that needs to be loaded and will be used as a texture (1000x1000 samples).

What I have come up with so far goes something like this:

- Create a class that dynamically loads/unloads the data for specific tiles, 
based on the location of the viewer, using some kind of paged image loader
- Subdivide each tile using some LOD algorithm. Then draw the geometry with the 
height map and classification map assigned as textures. Finally, offset the 
geometry by the value in the height map using a vertex shader.

Can I handle this kind of data in osg in some simpler way? I don't have a lot 
of experience of osg and don't really know what's implemented and what 
limitations there are. I think the approach described above would work pretty 
nice, but maybe I'm going to do a lot of redundant work that is already 
implemented?

Thanks,
David
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Re: [osg-users] Terrain visualization approach

2009-01-13 Thread christophe loustaunau
Hi David,

Take a look at VirtualPlanetBuilder it may be just fine for your needs.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder

Regards.

On Tue, Jan 13, 2009 at 2:14 PM, David Karlsson david.karls...@foi.sewrote:

 Hi,

 I need to visualize a large terrain in real-time using open scene graph. I
 have been thinking a bit about how to implement it, but I would really
 appreciate any feedback or ideas on this approach.

 First some info about the data:

 - Height: The height data consists of around 1000 tiles in raster format.
 Each tile is representing an area of 50x50 km using 501x501 samples.
 - Terrain classification: Each tile also has an additional classification
 map that needs to be loaded and will be used as a texture (1000x1000
 samples).

 What I have come up with so far goes something like this:

 - Create a class that dynamically loads/unloads the data for specific
 tiles, based on the location of the viewer, using some kind of paged image
 loader
 - Subdivide each tile using some LOD algorithm. Then draw the geometry with
 the height map and classification map assigned as textures. Finally, offset
 the geometry by the value in the height map using a vertex shader.

 Can I handle this kind of data in osg in some simpler way? I don't have a
 lot of experience of osg and don't really know what's implemented and what
 limitations there are. I think the approach described above would work
 pretty nice, but maybe I'm going to do a lot of redundant work that is
 already implemented?

 Thanks,
 David
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-- 
Christophe Loustaunau.
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Re: [osg-users] Terrain visualization approach

2009-01-13 Thread Robert Osfield
HI David,

Are you aware of the OSG's existing paging and terrain support?  Are
you aware of the VirtualPlanetBuilder tool for creating paged database
from geospatial imagery and DEMs?  VPB scales to handling terrabytes
of data, and the paging of the generated databases works at a solid
60Hz.

Robert.

On Tue, Jan 13, 2009 at 1:14 PM, David Karlsson david.karls...@foi.se wrote:
 Hi,

 I need to visualize a large terrain in real-time using open scene graph. I 
 have been thinking a bit about how to implement it, but I would really 
 appreciate any feedback or ideas on this approach.

 First some info about the data:

 - Height: The height data consists of around 1000 tiles in raster format. 
 Each tile is representing an area of 50x50 km using 501x501 samples.
 - Terrain classification: Each tile also has an additional classification map 
 that needs to be loaded and will be used as a texture (1000x1000 samples).

 What I have come up with so far goes something like this:

 - Create a class that dynamically loads/unloads the data for specific tiles, 
 based on the location of the viewer, using some kind of paged image loader
 - Subdivide each tile using some LOD algorithm. Then draw the geometry with 
 the height map and classification map assigned as textures. Finally, offset 
 the geometry by the value in the height map using a vertex shader.

 Can I handle this kind of data in osg in some simpler way? I don't have a lot 
 of experience of osg and don't really know what's implemented and what 
 limitations there are. I think the approach described above would work pretty 
 nice, but maybe I'm going to do a lot of redundant work that is already 
 implemented?

 Thanks,
 David
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Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Robert Osfield
HI Vincent,

You only need to set the DataVariance to DYNAMIC on StateSet and
Drawables that change, you don't need to do this for Nodes as they
don't make it through into the rendering backend.  Do a search for
DrawThreadPerContext to background reading on this topic.

Robert.

On Tue, Jan 13, 2009 at 12:54 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Ok,

 It looks better.
 1st test : I set the DYNAMIC on all geode and text who are moved or changed.
 No crash for the moment.

 2d test : removed the Dynamic state on the only Static (unmoved) geometry
 (don't know what that state made here...) : no crash too.

 Conclusion : A dynamic state on a non-dynamic node can cause crash.

 Personally I'll keep the 2d solution.

 Thanks for this help, I would never have got it from myself.

 Regards,
Vincent.

 2009/1/13 J.P. Delport jpdelp...@csir.co.za

 Hi,

 Vincent Bourdier wrote:

 If DYNAMIC is a state , I can assume that it is an inherited property.

 Assuming that can be good solution, I would be sufficient to set it on a
 root node, isn't it ? (I will not do that of course)

 Yes, if you set the whole scene to dynamic, you might as well run
 singlethreaded.

 Is it different to set it on a Geometry ? or on its Gode / Group / PAT
 parent ?

 I'm not sure, you'll have to check, I do not know what data you change.

 jp


 I'll check is the good nodes are set to DYNAMIC or not.
 Thanks,

  Vincent.

 2009/1/13 J.P. Delport jpdelp...@csir.co.za
 mailto:jpdelp...@csir.co.za

Hi,

sorry, I should have been a bit clearer. If using multithreaded
modes you must make sure that the DataVariance on the objects you
are changing dynamically is set to DYNAMIC, something like:

stateset-setDataVariance(osg::Object::DYNAMIC);

Also have a search on the mailing list for setDataVariance.

regards
jp

Vincent Bourdier wrote:

Hi J.P,

I have no crash in singleThreaded mode. It is a random crash so
I can not be 100% sure, but it seems to be the problem.
So, what can cause a crash with Dynamic settings ? I have some,
I'll check them, but I'm not sure of what to search...

Thanks,

Vincent.

2009/1/13 J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za


   Hi,

   can you make it crash in singlethreaded mode? If not, check all
   settings of dynamic on text nodes.

   jp

   Vincent Bourdier wrote:

   Hi,

   I allow myself to Up this topic...

   Thanks,

   Regards,
 Vincent.

   2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
   mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
   mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
   mailto:vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com


  I think there is a real bug in the rendering of OsgText.
   (2.6.1 release)

  The bug does appear randomly... I get it with simple
text in
   a Hud,
  updated each frame.

  The bug is there :


  /void Text::drawForegroundText(osg::State state, const
   GlyphQuads
  glyphquad, const osg::Vec4 colorMultiplier) const
  {
  unsigned int contextID = state.getContextID();

  const GlyphQuads::Coords3 transformedCoords =
  glyphquad._transformedCoords[contextID];
  if (!transformedCoords.empty())
  {
  state.setVertexPointer( 3, GL_FLOAT, 0,
  (transformedCoords.front()));
  state.setTexCoordPointer( 0, 2, GL_FLOAT, 0,
  (glyphquad._texcoords.front()));  *//HERE :
   glyphquad._texcoords is
  void, but seems initiated *


*
  //VS degogeur said content is [0]()*

  if(_colorGradientMode == SOLID)
  {
  state.disableColorPointer();

  
 glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
  }
  else
  {
  state.setColorPointer( 4, GL_FLOAT, 0,
  (glyphquad._colorCoords.front()));
  }


  glDrawArrays(GL_QUADS,0,transformedCoords.size());

  }
  }/




  Stack trace :

   msvcp80d.dll!std::_Debug_message(const wchar_t *
  

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi,

I've tried what you propose : put the rotated text on a separate geode (and
not the billboard) ... The result is the same : text do not update
correctly.

I don't know what to change... I've tried to set the rotation before the
translation, whatever be the order of the instructions : is the
setRotation() is called, the text do not update with good proportions...

Any suggestion ?

Thanks,

Regards,
Vincent.

2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi Robert,

 I did it from the past for a simple OSG text on a billboard node,
 without constant screen pixel size management and it works well.

 I'll try to get the text out from the billboard, hoping this won't
  be so difficult to obtain the same result...

 Thanks for this explanation.

 Regards,
Vincent.

 2009/1/13 Robert Osfield robert.osfi...@gmail.com

 Hi Vincent,

 I've never used osgText in conjunction with osg::Billboard before. I
 can image the mix of on the fly compute matrices might cause problems.
  osgText has support for billboard behaviour so I'd recommend not
 adding  the text to the billboard, instead just add it as sibling to
 the Billboard and enable the rotate to screen option on the text
 object.

 Robert.

 On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
 vincent.bourd...@gmail.com wrote:
  Hi,
 
  Currently making my billboard node, I add an osgText on it. I need this
 text
  to be in node's coordinate, but in constant pixel size on screen.
  When the billboard move or rotate, the text will follow it. The only
 thing
  the text can change is caracter size.
 
  I use this code :
 
  osg::ref_ptrosgText::Text d = new osgText::Text;
 
  d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
  osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));
 
  d-setPosition(decal*0.7);//to avoid collision between object and
  osgText
 
  d-setText(Test);
  d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
  d-setAutoRotateToScreen(false);
  d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
  d-setCharacterSize(30);
  d-setAlignment(osgText::Text::CENTER_TOP);
  //d-setDrawMode(1);
 
  billboard-addDrawable(d.get());
 
  But the setRotation is making something bad.
 
  Without the setRotation line node, everything is good for text size.
  Rotation is bad but it is something expected.
  So I apply a rotation on it, to obtain the text with the good
 orientation
  relative to the billboard. After that, the text rotation is good, but
 when
  the camera is aproaching, the text size do not update correctly : only
 the
  width stay constant in pixel size... the hight stay constant in
 billboard
  coordinates size. So the text is deformed, depending on camera distance
 from
  it..
 
  The question is : how to rotate the text without having this bad effect
 ?
 
  Thanks.
 
  Regards,
 Vincent.
 
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Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Robert Osfield
Do you use text-setAutoRotateToScreen(true)?

On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Hi,

 I've tried what you propose : put the rotated text on a separate geode (and
 not the billboard) ... The result is the same : text do not update
 correctly.

 I don't know what to change... I've tried to set the rotation before the
 translation, whatever be the order of the instructions : is the
 setRotation() is called, the text do not update with good proportions...

 Any suggestion ?

 Thanks,

 Regards,
 Vincent.

 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi Robert,

 I did it from the past for a simple OSG text on a billboard node,
 without constant screen pixel size management and it works well.

 I'll try to get the text out from the billboard, hoping this won't
  be so difficult to obtain the same result...

 Thanks for this explanation.

 Regards,
Vincent.

 2009/1/13 Robert Osfield robert.osfi...@gmail.com

 Hi Vincent,

 I've never used osgText in conjunction with osg::Billboard before. I
 can image the mix of on the fly compute matrices might cause problems.
  osgText has support for billboard behaviour so I'd recommend not
 adding  the text to the billboard, instead just add it as sibling to
 the Billboard and enable the rotate to screen option on the text
 object.

 Robert.

 On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
 vincent.bourd...@gmail.com wrote:
  Hi,
 
  Currently making my billboard node, I add an osgText on it. I need this
  text
  to be in node's coordinate, but in constant pixel size on screen.
  When the billboard move or rotate, the text will follow it. The only
  thing
  the text can change is caracter size.
 
  I use this code :
 
  osg::ref_ptrosgText::Text d = new osgText::Text;
 
  d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
  osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));
 
  d-setPosition(decal*0.7);//to avoid collision between object and
  osgText
 
  d-setText(Test);
  d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
  d-setAutoRotateToScreen(false);
  d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
  d-setCharacterSize(30);
  d-setAlignment(osgText::Text::CENTER_TOP);
  //d-setDrawMode(1);
 
  billboard-addDrawable(d.get());
 
  But the setRotation is making something bad.
 
  Without the setRotation line node, everything is good for text size.
  Rotation is bad but it is something expected.
  So I apply a rotation on it, to obtain the text with the good
  orientation
  relative to the billboard. After that, the text rotation is good, but
  when
  the camera is aproaching, the text size do not update correctly : only
  the
  width stay constant in pixel size... the hight stay constant in
  billboard
  coordinates size. So the text is deformed, depending on camera distance
  from
  it..
 
  The question is : how to rotate the text without having this bad effect
  ?
 
  Thanks.
 
  Regards,
 Vincent.
 
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Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
No.

I just want the size of the text to be updated.
I would control the position/orientation myself.


*osg::ref_ptrosgText::Text d = new osgText::Text;
d-setColor(osg::Vec4(NEW_OBJECT_COLOR_TXT,1.0f));
d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));
d-setPosition(decal*0.7);
d-setText(Test);
d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
d-setAutoRotateToScreen(false);
d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
d-setCharacterSize(30);
d-setAlignment(osgText::Text::CENTER_TOP);
d-setFont( _ve-getFont().get())*

Thanks,

Regards,
   Vincent.

2009/1/13 Robert Osfield robert.osfi...@gmail.com

 Do you use text-setAutoRotateToScreen(true)?

 On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier
 vincent.bourd...@gmail.com wrote:
  Hi,
 
  I've tried what you propose : put the rotated text on a separate geode
 (and
  not the billboard) ... The result is the same : text do not update
  correctly.
 
  I don't know what to change... I've tried to set the rotation before the
  translation, whatever be the order of the instructions : is the
  setRotation() is called, the text do not update with good proportions...
 
  Any suggestion ?
 
  Thanks,
 
  Regards,
  Vincent.
 
  2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com
 
  Hi Robert,
 
  I did it from the past for a simple OSG text on a billboard node,
  without constant screen pixel size management and it works well.
 
  I'll try to get the text out from the billboard, hoping this won't
   be so difficult to obtain the same result...
 
  Thanks for this explanation.
 
  Regards,
 Vincent.
 
  2009/1/13 Robert Osfield robert.osfi...@gmail.com
 
  Hi Vincent,
 
  I've never used osgText in conjunction with osg::Billboard before. I
  can image the mix of on the fly compute matrices might cause problems.
   osgText has support for billboard behaviour so I'd recommend not
  adding  the text to the billboard, instead just add it as sibling to
  the Billboard and enable the rotate to screen option on the text
  object.
 
  Robert.
 
  On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
  vincent.bourd...@gmail.com wrote:
   Hi,
  
   Currently making my billboard node, I add an osgText on it. I need
 this
   text
   to be in node's coordinate, but in constant pixel size on screen.
   When the billboard move or rotate, the text will follow it. The only
   thing
   the text can change is caracter size.
  
   I use this code :
  
   osg::ref_ptrosgText::Text d = new osgText::Text;
  
   d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
   osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0)));
  
   d-setPosition(decal*0.7);//to avoid collision between object and
   osgText
  
   d-setText(Test);
   d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION);
   d-setAutoRotateToScreen(false);
   d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
   d-setCharacterSize(30);
   d-setAlignment(osgText::Text::CENTER_TOP);
   //d-setDrawMode(1);
  
   billboard-addDrawable(d.get());
  
   But the setRotation is making something bad.
  
   Without the setRotation line node, everything is good for text size.
   Rotation is bad but it is something expected.
   So I apply a rotation on it, to obtain the text with the good
   orientation
   relative to the billboard. After that, the text rotation is good, but
   when
   the camera is aproaching, the text size do not update correctly :
 only
   the
   width stay constant in pixel size... the hight stay constant in
   billboard
   coordinates size. So the text is deformed, depending on camera
 distance
   from
   it..
  
   The question is : how to rotate the text without having this bad
 effect
   ?
  
   Thanks.
  
   Regards,
  Vincent.
  
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
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[osg-users] Particle effects and transforms

2009-01-13 Thread Sergio Casas Yrurzum
Hi everyone.

 

I am working on a project that uses  osgParticle::SmokeEffect and I have
experienced a rare issue.

 

Using OSG 2.4 I can add a node of type  osgParticle::SmokeEffect to the
graph, and I can put it under a PositionAttitudeTransform (or
MatrixTransform). As expected, when the transform moves, the smoke effect
moves along with it.

 

The problem is that I need to update to OSG 2.6, and if I compile the same
code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform,
and stays at (0,0,0). 

 

¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that
their behavior changes?

¿Am I doing something wrong or missing something? If so, why does it work
perfectly on OSG 2.4 and not on OSG 2.6???

 

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[osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Cory Riddell
The subject line says it all- if other renderers (in my case DirectX) 
are available on a system, can they be used?


A second question- are some of the UI toolkits better supported than 
others? I'm specifically thinking about comparing the wx stuff with Qt 
and MFC.



-cr
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Re: [osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Paul Martz
OSG supports only OpenGL as a rendering backend. There is a FAQ at
www.openscenegraph.org.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Tuesday, January 13, 2009 8:12 AM
To: OpenSceneGraph Users
Subject: [osg-users] Is OSG tied to OpenGL?

The subject line says it all- if other renderers (in my case DirectX) are
available on a system, can they be used?

A second question- are some of the UI toolkits better supported than others?
I'm specifically thinking about comparing the wx stuff with Qt and MFC.


-cr
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[osg-users] rendering ive model (shaders)

2009-01-13 Thread selman duatepe
Hi everyone,

I want to render *ive* model with textures by shaders. But, I can't pass the
textures to fragment or vertex shader.

Any ideas?

Thanks.
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Re: [osg-users] rendering ive model (shaders)

2009-01-13 Thread Lukas Diduch
Play around with the notify level for debug info. 
(from doc:)

export OSG_NOTIFY_LEVEL=

* ALWAYS
* FATAL
* WARN
* NOTICE
* DEBUG_INFO
* DEBUG_FP
* DEBUG
* INFO, will also enable validation of shader programs 


On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote:
 Hi everyone,
 
 I want to render *ive* model with textures by shaders. But, I can't pass the
 textures to fragment or vertex shader.
 
 Any ideas?
 
 Thanks.

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Re: [osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Ben Cain
Cory,

Answering the last portion of your question ... OSG is UI toolkit agnostic.

But, if your asking a general question of which toolkit is better supported on 
its own right ... then ...

Just my 2 cents (take it for what it's worth), but for strictly C++ development 
I highly recommend Qt.  I sometimes use other toolkits for very simple examples 
though.  And I might use CEGUI for a simple hardware-accelerated UI.

You can do your own comparison.  I've done GUI programming in one form or 
another for over 15 years (e.g. Qt, MFC, X/Xt/Motif, Forms, CEGUI, Tcl/Tk, and 
others) and have found Qt much superior (for C++ anyways).  Admittedly, I've 
not done much with wxWidgets other than a survey and simple examples.

Again, just my 2 cents ;)

Cheers,
  Ben

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell
Sent: Tuesday, January 13, 2009 9:12 AM
To: OpenSceneGraph Users
Subject: [osg-users] Is OSG tied to OpenGL?

The subject line says it all- if other renderers (in my case DirectX)
are available on a system, can they be used?

A second question- are some of the UI toolkits better supported than
others? I'm specifically thinking about comparing the wx stuff with Qt
and MFC.


-cr
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Re: [osg-users] Particle effects and transforms

2009-01-13 Thread Robert Osfield
Hi Sergio,

Could you try the SVN or 2.7.8 dev version of the OSG as this has a
fix to osgParticle.

Robert.

On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum
sca...@robotica.uv.es wrote:
 Hi everyone.



 I am working on a project that uses  osgParticle::SmokeEffect and I have
 experienced a rare issue.



 Using OSG 2.4 I can add a node of type  osgParticle::SmokeEffect to the
 graph, and I can put it under a PositionAttitudeTransform (or
 MatrixTransform). As expected, when the transform moves, the smoke effect
 moves along with it.



 The problem is that I need to update to OSG 2.6, and if I compile the same
 code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform,
 and stays at (0,0,0).



 ¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that
 their behavior changes?

 ¿Am I doing something wrong or missing something? If so, why does it work
 perfectly on OSG 2.4 and not on OSG 2.6???



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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] Particle effects and transforms

2009-01-13 Thread Vican, Justin E.
Hi Sergio,
I noticed a similar issue when porting to OSG2.6.  I think the issue is in the 
optimizer.  Are you optimizing your scene?  If not, read no further.

For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag 
messes up transform nodes in loaded models (particularly OpenFlight models).  I 
solved the issue by simply turning that flag off:

osgUtil::Optimizer optimizer;
...
optimizer.optimize(node, osgUtil::Optimizer::ALL_OPTIMIZATIONS ^ 
osgUtil::Optimizer:: FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS);

Hope This Helps,
Justin



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, January 13, 2009 10:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Particle effects and transforms

Hi Sergio,

Could you try the SVN or 2.7.8 dev version of the OSG as this has a
fix to osgParticle.

Robert.

On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum
sca...@robotica.uv.es wrote:
 Hi everyone.



 I am working on a project that uses  osgParticle::SmokeEffect and I have
 experienced a rare issue.



 Using OSG 2.4 I can add a node of type  osgParticle::SmokeEffect to the
 graph, and I can put it under a PositionAttitudeTransform (or
 MatrixTransform). As expected, when the transform moves, the smoke effect
 moves along with it.



 The problem is that I need to update to OSG 2.6, and if I compile the same
 code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform,
 and stays at (0,0,0).



 ¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that
 their behavior changes?

 ¿Am I doing something wrong or missing something? If so, why does it work
 perfectly on OSG 2.4 and not on OSG 2.6???



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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-13 Thread Xam
Since we are talking about zip files here ... is there anyway to open a 
password protected zipfile in OSG?

I've tried everything i could think of, but i found no way to pass the password 
to the file loading command. 

Is it possible? whats the syntax?

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=4527#4527





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[osg-users] Disabling VSYNC

2009-01-13 Thread Xam
Is there any way to disable VSYNC inside OSG?

I need a way to enable and disable vsync on my program with out using the 
nvidia driver override or environmental variables. The Nvidia Driver settings 
for Vsync should be set to Use the 3D application setting 
I seem to remember that i was able to do that in previous versions of OSG when 
i was still using producer, I remember getting fps in the hundreds, but now i 
only get what ever my screen refresh rate is. After the removal of producer, i 
lost the ability to have vsync control. 

Any help would be appreciated,

MS

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Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-13 Thread Jean-Sébastien Guay

Hi Robert,


I've just run it on my new machine and after a the fourth 'a' the
application hangs.  So I'm finally able to reproduce the bug.  I've
spent a bit of time in gdb but haven't got any clues yet as to the
cause.


Have you had any time to look into this? (I'm doing some gentle poking 
from time to time, but my goal is just to follow up, not to try and 
affect your priorities in any way...)


Thanks,

J-S
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[osg-users] Conical and Parallel Projections

2009-01-13 Thread Renan Mendes
Hi,

I'd like to know if there was a way to change the default projection in
OSG. By default the view uses conical projection, but in some situations I'd
need a parallel projection. How can I do that?

   Thanks,

 Renan
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Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Jean-Sébastien Guay

Hi Renan,

I'd like to know if there was a way to change the default projection 
in OSG. By default the view uses conical projection, but in some 
situations I'd need a parallel projection. How can I do that?


By conical, do you mean perspective? And by parallel, do you mean 
orthographic? (just a matter of terminology)


If so, then get familiar with the 
osg::Camera::setProjectionMatrixasPerspective() and 
osg::Camera::setProjectionMatrixAsOrtho() methods.


Bear in mind that most (all?) camera manipulators are made for 
perspective projections, and won't work quite right for ortho 
projections. For instance, zooming by moving the camera forward or back 
doesn't make sense in an ortho projection, so zooming in and out with a 
Trackball Manipulator will not work if your camera is set to an ortho 
projection. Also, the Trackball Manipulator will let you rotate the view 
even in an ortho projection, when you probably don't want that - in 
general, an ortho view should only pan and zoom by changing the view 
frustum.


If that's not what you meant, then you must be referring to something I 
don't know (or don't know under those names). Can you elaborate on what 
you want exactly?


Hope this helps,

J-S
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Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
OSG Defaults to what call a Perspective projection
see osg::Camera::setProjectionMatrixAsPerspective
 
Look around the example for Orthographic ( this is you parallel
projection )
see osg::Camera::setProjectionMatrixAsOrtho( . )
 
 
http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg
 
sysmmetric  = OSG asPersepective
asysmmetric = OSG asFrustum
Orthographic = OSG asOrtho
 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renan
Mendes
Sent: Tuesday, January 13, 2009 3:41 PM
To: OSG Mailing List
Subject: [osg-users] Conical and Parallel Projections


Hi,

I'd like to know if there was a way to change the default projection
in OSG. By default the view uses conical projection, but in some
situations I'd need a parallel projection. How can I do that?

   Thanks,

 Renan

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Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Renan Mendes
Thanks J-S and Gordon, that was exactly what I wanted.

I'm sorry about the terminology, I was just translating literally from
Portuguese, since I'm not familiarised with the terms in English.

Renan
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Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Jean-Sébastien Guay

Hi Renan,

I'm sorry about the terminology, I was just translating literally from 
Portuguese, since I'm not familiarised with the terms in English.


That's fine, even in English there are often multiple terms for the same 
thing, and one term might mean different things to different people. 
It's just a matter of making sure we're talking about the same thing.


In French we often say a parallel projection too, but conical was a new 
one for me, which is why I wanted to make sure I understood what you 
wanted correctly.


J-S
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Re: [osg-users] Conical and Parallel Projections

2009-01-13 Thread Tomlinson, Gordon
No need to apologies, 
 
the terminology of many things like these can have several different
names, like on my diagram based of good old Performer and Vega names
things differently to OSG :)
at least we guessed right ;)
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renan
Mendes
Sent: Tuesday, January 13, 2009 4:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Conical and Parallel Projections


Thanks J-S and Gordon, that was exactly what I wanted.

I'm sorry about the terminology, I was just translating literally from
Portuguese, since I'm not familiarised with the terms in English.

Renan

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Re: [osg-users] Disabling VSYNC

2009-01-13 Thread Raymond de Vries

Hi MS? Xam?

I have some code for you that I used some time ago, but I don't know the 
details anymore. Hopefully it gives you some pointers in the right 
direction.


bool SetVSync(bool enabled) {
 if(!wglewIsSupported(WGL_EXT_swap_control)) {
   std::cout  VSync is not supported\n;
   return false;
 }

 int swapInterval = wglGetSwapIntervalEXT();
 std::cout  Current swap interval:   swapInterval  std::endl;

 if(enabled) {
   // assuming display with 1 frame per swap
   wglSwapIntervalEXT(1);
 }
 else {
   // value of 0 = buffer swaps are not synchronized to a video frame
   wglSwapIntervalEXT(0);
 }

 return true;
}

Hope this helps.

Regards
Raymond


Xam wrote:

Is there any way to disable VSYNC inside OSG?

I need a way to enable and disable vsync on my program with out using the nvidia driver override or environmental variables. The Nvidia Driver settings for Vsync should be set to Use the 3D application setting 
I seem to remember that i was able to do that in previous versions of OSG when i was still using producer, I remember getting fps in the hundreds, but now i only get what ever my screen refresh rate is. After the removal of producer, i lost the ability to have vsync control. 


Any help would be appreciated,

MS

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Re: [osg-users] MFC SDI Example

2009-01-13 Thread Brad Huber
I have noticed the following strange behaviors with MFC:

1.  Using the MDI example included in the osg repository it general works
but does report lots of (inaccurate?) memory leaks)
2.  I created a simple SDI app using the MDI example as a reference.  If I
load an .osg file on startup the program tends to crash on exit.  If I load
the .osg sometime after the app is fully up it tends to exit about the same
as the MDI example above.
3.  I created a dialog based app and it seems to work about as well as the
MDI example above.

Thoughts?

I'm not sure where to start to get the SDI app fixed and to get MFC in
general working robustly with OSG.

I would still love an example SDI app if anyone has one anywhere.

Thanks
-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Friday, January 09, 2009 1:54 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] MFC SDI Example

FYI,

Setting
mViewer-setThreadingModel(osgViewer::Viewer::ThreadingModel::SingleThreaded
) doesn't help.  Not sure if that is telling or not.

-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Friday, January 09, 2009 1:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] MFC SDI Example

The OSG MFC example does not assert/unhandled exception for me.  It does
have the memory leaks that people have talked about.

I'm not quite sure how to use the setUpViewerAsEmbeddedInWindow because the
mfc example passes an dc to the camera whereas setUpViewerAsEmbeddedInWindow
passes in a different dc...

-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Friday, January 09, 2009 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MFC SDI Example

The MDI mfc version has the same problems last time I tried it.

Try calling setUpViewerAsEmbeddedInWindow on your viewer.
If you problems go away you're hitting threading issues.

2009/1/8 Brad Huber br...@procerusuav.com:
 Umit,



 Thanks.  The SDI application that I have created so far is very simple and
 does nothing more than what the MDI example app does.  As far as I can
tell
 there is no difference in the way the example creates/uses/deletes the
cOSG
 object and the way I am doing it, yet I get assertions or exceptions on
 exit.



 Anyone else?



 Thanks

 -Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
 Sent: Thursday, January 08, 2009 2:08 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] MFC SDI Example



 Hi Brad,

 I created SDI MFC project in OSG. But this was commercial and complicated
to
 understand you very well. Because it was SDI dll to call from anywhere you
 need and you then delete it if you don't need to much.

 I haven't understood the assertion faults very well but you should only
 understand the cOSG class creation style. You will use it in your SDI
 project and be careful to delete everything while you are destroying your
 dialog. And be careful about the threads sleeping time to be activeted.
 Because sometimes sleeping times can't be enough to be threads get
 activated, so it may create assertion fault as you say.

 Hope this helps. Regards.

 2009/1/8 Brad Huber br...@procerusuav.com

 Hello all,



 Does anyone know where one might find an example project of using
 MFC/OSG/SDI?



 If anyone has one sitting around on their machine I would be interested if
 you can email it to me as well.



 I've already tried adapting the MFC MDI example to an SDI project but I
seem
 to be hitting some snags where the app won't exit properly.



 It either asserts the window as being still valid when it shouldn't be
 [CWnd::WalkPreTranslateTree's ASSERT(hWndStop == NULL ||
 ::IsWindow(hWndStop))] or it get's The activation context being
deactivated
 is not the most recently activated one exception within osg53-osgGAd.dll
 after I've deleted all osg items.



 I'm a little bit baffled why I'm getting this.



 Anyway does anyone have any SDI examples?



 Thanks

 -Brad

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[osg-users] OSG + PhysX + Havok demos

2009-01-13 Thread Janusz

Just to add my 2c :-) on osg + PhysX integration

Some time ago I have uploaded 2 projects on my site just to demostrate 
the integration of OSG with physics engines. I have used PhysX and Havok.

These are not nodekits but rather a collection of demos.

PhysX: http://www.3dcalc.pl/osg-examples/osgPhysXDemos.zip
Havok: http://www.3dcalc.pl/osg-examples/osgHavok.zip

In the same directory you may find some movies from the first project.

Most of the PhysX features are there (rigid bodies, soft bodies, 
clothes, fluid, primitive character controller, working on joints), 
although implemented  in a fairly crude manner. With Havok I loked into 
the rigid body model only.


Hope it will be useful to someone. This was developed for evaluation 
purposes (physics engines).

Rgds, Janusz

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[osg-users] Using TriangleFunctor to access texture coordinates?

2009-01-13 Thread Michael
Hi

I am using TriangleFunctor to do some very simple collision detection.
Essentially I have a virtual pen (the collision detection is treated as a
sphere on the tip of the pen) that I am testing for collisions against other
geometry in the scene. The geometry I am testing against is loaded from OBJ
files using osgDB::readNodeFile(). Once I have found a collision with the
pen, I would like to update a texture image (drawing on the virtual object).
However, I am unsure how to access the texture coordinates for the triangle
I have just tested with.

How am I able to do this with TriangleFunctor? Or, is there another method I
should be using for my collision detection that will give me access to the
texture coordinates of the triangle.

Thanks
Michael
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Re: [osg-users] OSG + PhysX + Havok demos

2009-01-13 Thread Wang Rui
Hi Janusz,

Thank you! It would be very useful for the osgNV/osgPhysics project. :-D

Wang Rui

2009/1/14 Janusz jan...@3dcalc.pl

 Just to add my 2c :-) on osg + PhysX integration

 Some time ago I have uploaded 2 projects on my site just to demostrate the
 integration of OSG with physics engines. I have used PhysX and Havok.
 These are not nodekits but rather a collection of demos.

 PhysX: http://www.3dcalc.pl/osg-examples/osgPhysXDemos.zip
 Havok: http://www.3dcalc.pl/osg-examples/osgHavok.zip

 In the same directory you may find some movies from the first project.

 Most of the PhysX features are there (rigid bodies, soft bodies, clothes,
 fluid, primitive character controller, working on joints), although
 implemented  in a fairly crude manner. With Havok I loked into the rigid
 body model only.

 Hope it will be useful to someone. This was developed for evaluation
 purposes (physics engines).
 Rgds, Janusz

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Re: [osg-users] rendering ive model (shaders)

2009-01-13 Thread Ümit Uzun
Hi Selman Abi,

What do you mean you can't pass textures to shaders? Textures are separated
from models or they are integrated combination? If they separated you can
easily pass texture in uniform variables, or they are combined with model
like ive Terrain models there can be problem as you said.

Best Regards.

2009/1/13 Lukas Diduch lukas.did...@nist.gov

 Play around with the notify level for debug info.
 (from doc:)

 export OSG_NOTIFY_LEVEL=

* ALWAYS
* FATAL
* WARN
* NOTICE
* DEBUG_INFO
* DEBUG_FP
* DEBUG
* INFO, will also enable validation of shader programs


 On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote:
  Hi everyone,
 
  I want to render *ive* model with textures by shaders. But, I can't pass
 the
  textures to fragment or vertex shader.
 
  Any ideas?
 
  Thanks.

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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-13 Thread Ulrich Hertlein

Hi Vincent,

On 9/1/09 9:15 PM, Vincent Bourdier wrote:

But, an other problem appear. Disabling culling, my Geode looks like bad now... 
that
seem logical... no culling, so all faces are rendered...


You have to be careful what you mean by culling: in your example code you're turning off 
node culling (OSG functionality; it shouldn't be necessary to do this) but the problem 
you're seeing sounds like it's caused by (not) culling facets (OpenGL functionality).


When you turn off depth-testing in can happen that the front-facing polygons are overdrawn 
by the back-facing polygons (since depth isn't tested).  Have you turned on face culling 
(GL_CULL_FACE)?


Cheers,
/uli
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[osg-users] Mouse cursor and multiwindow configuration

2009-01-13 Thread Roman Grigoriev
Hi guys!

I have this configuration - 2 windows on 2 monitors on nvidia 181 and vista

I need to make my osg app doing this thing - move and show mouse cursor only
on 1 window

In nvidia drivers I can't find how to make this

Thanx

Bye

 

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