Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Sukender
Hi Jeff(? Please sign your posts :) ),

I don't know anything about Partiview, but loading a scene from a file is of 
course easy with OSG. A plugin reading your data will be enough, so that even 
osgviewer myscene.ext on the command line would load and show it. The easiest 
solution would be to find a way to convert your scene in a format supported by 
an OSG plugin.

But even if the plugin you want doesn't exist, it's generally simple to create 
one. You may look at the code of other ReaderWriters. You'll have to know a 
little bit about how to create your scene in C++, of course (since writing a 
ReaderWriter is roughly writing a translation of the text elements).

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


Le Sun, 15 Feb 2009 22:49:00 +0100, Jeff osgfo...@tevs.eu a écrit:

 I've recently been using Partiview as a platform for visualizing data in 3d 
 space, but it has some huge limitations and has not been developed since 
 2005.  What I liked about Partiview was that I could easily create the data 
 files via a script - fairly simple.  Create a sphere at 1,1,1 and 0,0,0.  
 Create mesh line from 1,1,1 to 0,0,0.  I'd quickly have two spheres and a 
 line connecting them.

 I found OpenSceneGraph this weekend and thought this would be a perfect 
 replacement as it seems to have so much more capability that I've wanting to 
 build into my graphs.  I'm overwhelmed at the moment with all the plugins, 
 node kits, wrappers, compilers, etc.  I don't want to program all my data 
 points in C++, I just want to pull in a text file or query a database and 
 have it build it on the fly (like loading a GML or VRML file).  Is this 
 possible with OpenSceneGraph?  Could someone give me some direction on what I 
 should be looking at...   Thanks

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=6828#6828





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Re: [osg-users] notify messages and console-less Windows apps

2009-02-16 Thread Ralph Kern
Cory Riddell schrieb:
 What happens to osg::notify() messages when the application has no
 console. For example, osgviewerMFC.exe. If you run it with
 OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
 where they are going? Is there a way to specify a log file rather than
 stdout / stderr for the notificaitons?
 
 cory

there's a simple possibility to redirect stderr and stdout to some other
stream.

In my application I use a stringstream which I process during idle
times, but it could also be a file stream...

some code excerpts:

std::stringstream log_err;
std::streambuf *save_cerr, *save_cout;

// init:
save_cerr = std::cerr.rdbuf();
save_cout = std::cout.rdbuf();
std::cerr.rdbuf(log_err.rdbuf());
std::cout.rdbuf(log_err.rdbuf());


...


// cleanup:
std::cerr.rdbuf(save_err);
std::cout.rdbuf(save_cout);

regards Ralph

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[osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

2009-02-16 Thread Kim C Bale
Good morning all, 

 

I'm having problems compiling 2.8 with VS2005SP1 with a build project
generated with CMAKE 2.4

 

When I try to compile osgDB I get the error:

 

1Compiling...

1osgPlugins-2.8.0

1c1xx : fatal error C1083: Cannot open source file:
'Files/OpenSceneGraph/lib/osgPlugins-2.8.0': No such file or directory

 

I don't understand where the source file path is coming from. It looks a
truncated version of the install directory I've specified (c:/Program
Files/OpenSceneGraph/..) But it shouldn't be using that directory at
this early stage in the compile. 

 

Has anybody experienced similar problems?

 

Regards,

 

Kim.

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Re: [osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

2009-02-16 Thread Vincent Bourdier
Hello,

Maybe I'm wrong, but I think using the last Cmake can help you... try the
2.6 or later.

Regards,
   Vincent

2009/2/16 Kim C Bale k.b...@hull.ac.uk

  Good morning all,



 I'm having problems compiling 2.8 with VS2005SP1 with a build project
 generated with CMAKE 2.4



 When I try to compile osgDB I get the error:



 1Compiling...

 1osgPlugins-2.8.0

 1c1xx : fatal error C1083: Cannot open source file:
 'Files/OpenSceneGraph/lib/osgPlugins-2.8.0': No such file or directory



 I don't understand where the source file path is coming from. It looks a
 truncated version of the install directory I've specified (c:/Program
 Files/OpenSceneGraph/..) But it shouldn't be using that directory at this
 early stage in the compile.



 Has anybody experienced similar problems?



 Regards,



 Kim.


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[osg-users] saved_animation.path

2009-02-16 Thread sunitha sunagad
-- Can anyone tell me what are the values that are getting recorded in
saved_animation.path file after recording
I can see 8 values please let me know what are they...









Regards
Sunitha.S.Sunagad
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Re: [osg-users] saved_animation.path

2009-02-16 Thread Lionel Lagarde




x y z (camera's position) + x y z w (camera's orientation
quaternion)

sunitha sunagad wrote:

  
  
-- Can anyone tell me what are the values that are getting recorded in
saved_animation.path file after recording
  I can see 8 values please let me know what are they...
  
  
  
  
  
  
  
  
  
Regards
Sunitha.S.Sunagad 
  

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Re: [osg-users] saved_animation.path

2009-02-16 Thread Lionel Lagarde




Sorry, I forgot the time (first)

Lionel Lagarde wrote:

  
  
  x y z (camera's position) + x y z w (camera's orientation
quaternion)
  
sunitha sunagad wrote:
  


-- Can anyone tell me what are the values that are getting recorded in
saved_animation.path file after recording
I can see 8 values please let me know what are they...









Regards
Sunitha.S.Sunagad 

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Re: [osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

2009-02-16 Thread Kim C Bale
CMake 2.6.2 has sorted it.

 

Cheers,

 

Kim.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: 16 February 2009 10:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] Compiling OSG 2.8 with Visual Studio 2005 SP1

 

Hello,

Maybe I'm wrong, but I think using the last Cmake can help you... try
the 2.6 or later.

Regards,
   Vincent

2009/2/16 Kim C Bale k.b...@hull.ac.uk

Good morning all, 

 

I'm having problems compiling 2.8 with VS2005SP1 with a build project
generated with CMAKE 2.4

 

When I try to compile osgDB I get the error:

 

1Compiling...

1osgPlugins-2.8.0

1c1xx : fatal error C1083: Cannot open source file:
'Files/OpenSceneGraph/lib/osgPlugins-2.8.0': No such file or directory

 

I don't understand where the source file path is coming from. It looks a
truncated version of the install directory I've specified (c:/Program
Files/OpenSceneGraph/..) But it shouldn't be using that directory at
this early stage in the compile. 

 

Has anybody experienced similar problems?

 

Regards,

 

Kim.



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Re: [osg-users] Gentoo Packages

2009-02-16 Thread Robert Osfield
Thanks Cedric,  the downloads page links to your website already so no
need to update.

A small question though, which version of the OSG will

  emerge openscenegraph

Pull in?  I presume the latest stable version.

Robert.

On Sun, Feb 15, 2009 at 6:21 PM, Cedric Pinson morni...@plopbyte.net wrote:
 Hi All,

 I updated gentoo packages with OpenSceneGraph-2.8.0 and i added a new
 package to track development it's called OpenSceneGraph- . Try it and
 report
 if there is a problem.

 Instructions are here http://www.plopbyte.net/#gentoo-packages

 Cheers,
 Cedric

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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-16 Thread Robert Osfield
Hi Paul,

On Sun, Feb 15, 2009 at 11:31 PM, Paul Speed psp...@progeeks.com wrote:
 Thanks for the additional info.  I guess some of us were just wondering if
 the info would also be posted to the mailing list or if we would be missing
 something by not checking the blog.

RSS feed would the most efficient way to pick up on new posts.  I
guess we could email the list as well.  Perhaps there is even a way to
link up a RSS feed with an automatic post to the list.  I have dabbled
little in this areas so far.

Robert.
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Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?

2009-02-16 Thread Robert Osfield
On Mon, Feb 16, 2009 at 1:56 AM, Philip Lowman phi...@yhbt.com wrote:
 I'll mention it to them and see if they're interested.  Luigi also is doing
 some work in this arena so I'll talk to him too.
 ...

 I've suggested it on the CMake mailing list and we'll see where things go
 from there.  Hopefully we can get a lot of community participation which
 would certainly reduce the maintenance burden and get this idea rolling.

Thanks.  Keep us updated on whether the something happens or not.

Cheers,
Robert.
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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Robert Osfield
Hi Jeff,

As Sukender mentioned the way to add parsing of external files for
generation of the 3D models is by writing a plugin that gets loaded
dynamically by your application.  There exsiting OSG plugins will
probably help you in working out what to write.  Many of the plugins
are just a single file that provides a ReaderWriter implementation to
does the reading directly of via a 3rd party lib that does the
parsing.  The 3dc plugin is pretty simple so might a good place to
start as a template for you own code.The nice thing about plugins is
that they are self contained and can work with any OSG application,
including the standard osgviewer.

If you don't want to go the plugin route you could easily just do your
parsing/scene graph creation code in your a test application, then
when you migrate to using a plugin once you get a bit more
comfortable.

As for Partiview - this is a pretty cool app, it would be great to see
something similar implemented on top of the OSG.  I have a colleague
who does educational shows using stereo projection with Partiview as
part of the show and he's frustrated by the lack of flexibility when
it comes to handling unusual display configuration - if it was OSG
based then the OSG's more powerful viewer configuration capabilities
would make it possible to use different types of projector/machine set
ups.  Are the original developers still active at all?

Robert.



On Sun, Feb 15, 2009 at 9:49 PM, Jeff osgfo...@tevs.eu wrote:
 I've recently been using Partiview as a platform for visualizing data in 3d 
 space, but it has some huge limitations and has not been developed since 
 2005.  What I liked about Partiview was that I could easily create the data 
 files via a script - fairly simple.  Create a sphere at 1,1,1 and 0,0,0.  
 Create mesh line from 1,1,1 to 0,0,0.  I'd quickly have two spheres and a 
 line connecting them.

 I found OpenSceneGraph this weekend and thought this would be a perfect 
 replacement as it seems to have so much more capability that I've wanting to 
 build into my graphs.  I'm overwhelmed at the moment with all the plugins, 
 node kits, wrappers, compilers, etc.  I don't want to program all my data 
 points in C++, I just want to pull in a text file or query a database and 
 have it build it on the fly (like loading a GML or VRML file).  Is this 
 possible with OpenSceneGraph?  Could someone give me some direction on what I 
 should be looking at...   Thanks

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=6828#6828





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[osg-users] osgdem generated .ive (Type osgTerrain) crashes osgviewer

2009-02-16 Thread Christian
hi,

if i build my terrain out of GEOTIFF rasterfiles in a way like this:

---
osgdem --TERRAIN -l 3 -t ..\source\boston-10m-utm19n-meters.tif -d 
..\source\boston-dem-downtown-5m-utm19n-meters.tif -o out.ive -v 3
---

the osgviewer utility crashes when i load the generated .ive file.
if i omit the --TERRAIN option , the resulting .ive works in the viewer.

if the other GeometryType (polygonal) is preferred anyway, i have no
problem using it. i just wanna get sure that there isnt something wrong with my 
osg installation because the osgviewer crashes.

btw. is the benefit of using osgTerrain?

i'm using:
*osg-2.8.0 (with GDAL)
*GDAL 1.6.0dev from FWTools 2.0.4
*dependency-pack from the websites (osg-dependencies-vs80sp1)
*VirtualPlanetBuilder-0.9.9

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Re: [osg-users] osgdem generated .ive (Type osgTerrain) crashes osgviewer

2009-02-16 Thread Jason Beverage
Hi Christian,

I would check to make sure you're graphics card / driver supports VBO's
properly.  I had a similar problem with osgTerrain based VPB databases on an
Intel graphics chip and it turned out that VBO's were the issue.

See what happens if you disable VBO by setting the OSG_GL_EXTENSION_DISABLE
environment variable to GL_ARB_vertex_buffer_object.

Good luck!

Jason

On Mon, Feb 16, 2009 at 7:12 AM, Christian osgfo...@tevs.eu wrote:

 hi,

 if i build my terrain out of GEOTIFF rasterfiles in a way like this:

 ---
 osgdem --TERRAIN -l 3 -t ..\source\boston-10m-utm19n-meters.tif -d
 ..\source\boston-dem-downtown-5m-utm19n-meters.tif -o out.ive -v 3
 ---

 the osgviewer utility crashes when i load the generated .ive file.
 if i omit the --TERRAIN option , the resulting .ive works in the viewer.

 if the other GeometryType (polygonal) is preferred anyway, i have no
 problem using it. i just wanna get sure that there isnt something wrong
 with my osg installation because the osgviewer crashes.

 btw. is the benefit of using osgTerrain?

 i'm using:
 *osg-2.8.0 (with GDAL)
 *GDAL 1.6.0dev from FWTools 2.0.4
 *dependency-pack from the websites (osg-dependencies-vs80sp1)
 *VirtualPlanetBuilder-0.9.9

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=6845#6845





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[osg-users] How to create detection, crossing from Vega(Multigen) to OSG.

2009-02-16 Thread petr
Hi All,
I'm a new osg user and these days I'm trying to use it. Now i have tried some 
tutorials and read some docs, and i have one questions.

because we have used for visualization Vega (by Multigen, now Presagis), ve can 
add to scene some Isectors whitch checked collisions with another objects, or 
hold the cars on the road. Can i do this  in OSG (i didn't found Isectors theme 
on this website), and how to do it? 

Here is the part how to create Isector (create, position, masks, callback) in 
Vega:

#define VGIS_TERR1 0x0001   //terrain face, for callback
#define VGIS_SOBJ1 0x0100   //static face, for callback

vgIsector *isector;
vgPosition *pos; //(x,y,z,h,p,r)

pos=vgNewPos();
vgPosVec(pos, 0.0f,0.0f,0.0f,0.0f,0.0f,0.0f);

//isect example
isector=vgNewIsect();   //new Isect
vgPos(isector, pos);//pos
vgIsectTarget(isector, vgGetScene(0));  //target detect (scene)
vgIsectClass(isector, VGIS_TERR8);  //mask
vgAddPlyrIsect(mv_player, isector); //isetc to player
vgAddFunc(isector, VGIS_HIT, callback, param);  //callback
vgUpdate(isector);  //update
vgDelPos(pos);  //del tmp pos


And some screenshot from runtime loop, the green line is detecting, red no. 
Z-isectors hold the cars on the road. 3rd image - left isector is greeen 
because ho has crashed with white cube (static object).

[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory1.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory2.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory-kolize.jpg ]


Please let me know, Thanks a lot.

Petr


BTW: tuto2.zip - contains tuto5 and tuto5.zip contains tuto 2

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Re: [osg-users] Resolving CDash errors/warning

2009-02-16 Thread Jean-Sébastien Guay

Hi Philip,

I really haven't been monitoring the status of the OSG for quite a while 
now so I'm not extremely familiar with how you guys are kicking off your 
nightly builds.


Our nightly builds are just additional projects in the VS solution / 
makefile. So we do either


  make Nightly

or

  devenv path to OpenSceneGraph.sln /build Release /project Nightly

Typically at work we use cron or Windows Scheduled Tasks to run the 
following command to build our source tree.

ctest -S foo.cmake

foo.cmake would contain something similar to the following:
http://www.cdash.org/CDash/viewNotes.php?buildid=271884
http://www.cdash.org/CDash/viewNotes.php?buildid=271534

This allows us to tweak the initial cache to enable / disable various 
dependencies, etc.


http://www.cmake.org/Wiki/CMake_Scripting_Of_CTest


Interesting, I'll have to take a look at this.

J-S
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Re: [osg-users] Gentoo Packages

2009-02-16 Thread Cedric Pinson

Hi Robert,
The last stable it means the 2.8. the  version is for development 
and not pulled automatically.


Cheers,
Cedric

Robert Osfield wrote:

Thanks Cedric,  the downloads page links to your website already so no
need to update.

A small question though, which version of the OSG will

  emerge openscenegraph

Pull in?  I presume the latest stable version.

Robert.

On Sun, Feb 15, 2009 at 6:21 PM, Cedric Pinson morni...@plopbyte.net wrote:
  

Hi All,

I updated gentoo packages with OpenSceneGraph-2.8.0 and i added a new
package to track development it's called OpenSceneGraph- . Try it and
report
if there is a problem.

Instructions are here http://www.plopbyte.net/#gentoo-packages

Cheers,
Cedric

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Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG.

2009-02-16 Thread Brian R Hill
Petr,

OSG is very different from vega (I switched to osg from vega years ago).
Your general experience using vega will be helpful, but the details of how
to implement specific functionality will not be very helpful. There are a
number of tutorials available, and the examples are invaluable.

For your intersection question, you'll need to use osg's
osgUtil::IntersectionVisitor (look at the osgintersection example).

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: osg-users@lists.openscenegraph.org
From: petr osgfo...@tevs.eu
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 02/16/2009 09:27AM
Subject: [osg-users] How to create detection,   crossing from Vega
(Multigen) to OSG.

Hi All,
I'm a new osg user and these days I'm trying to use it. Now i have tried
some tutorials and read some docs, and i have one questions.

because we have used for visualization Vega (by Multigen, now Presagis), ve
can add to scene some Isectors whitch checked collisions with another
objects, or hold the cars on the road. Can i do this  in OSG (i didn't
found Isectors theme on this website), and how to do it?

Here is the part how to create Isector (create, position, masks, callback)
in Vega:

#define VGIS_TERR1 0x0001   //terrain face, for
callback
#define VGIS_SOBJ1 0x0100   //static face, for callback

vgIsector *isector;
vgPosition *pos; //(x,y,z,h,p,r)

pos=vgNewPos();
vgPosVec(pos, 0.0f,0.0f,0.0f,0.0f,0.0f,0.0f);

//isect example
isector=vgNewIsect(); //new Isect
vgPos(isector, pos);  //pos
vgIsectTarget(isector, vgGetScene(0));  //target detect (scene)
vgIsectClass(isector, VGIS_TERR8);//mask
vgAddPlyrIsect(mv_player, isector);   //isetc to player
vgAddFunc(isector, VGIS_HIT, callback, param);  //callback
vgUpdate(isector);  //update
vgDelPos(pos);//del tmp pos


And some screenshot from runtime loop, the green line is detecting, red no.
Z-isectors hold the cars on the road. 3rd image - left isector is greeen
because ho has crashed with white cube (static object).

[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory1.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory2.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory-kolize.jpg ]


Please let me know, Thanks a lot.

Petr


BTW: tuto2.zip - contains tuto5 and tuto5.zip contains tuto 2

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[osg-users] osgvolume problem

2009-02-16 Thread David de Angelo
Hi folks,

I tried to run the osgvolume example with the OSIRIX data set, which can be 
found here: http://pubimage.hcuge.ch:8080/DATA/OSIRIX.zip
Unfortunately I run into a problem with this data. When I execute the 
following command:
osgvolume --images IM-0001-0185.dcm

the program crashes with the following output:
Max texture size=512
Reading DICOM file IM-0001-0185.dcm using DCMTK
sliceThickness = 2
tagExistsWithValue(DCM_NumberOfFrames)=0
tagExistsWithValue(DCM_NumberOfSlices)=0
Read DCM_ImagePositionPatient[0], -166.163
Read DCM_ImagePositionPatient[1], -334.163
Read DCM_ImagePositionPatient[2], 351.5
Read imageOrientationPatient[0], 1
Read imageOrientationPatient[1], 0
Read imageOrientationPatient[2], 0
Read imageOrientationPatient[3], 0
Read imageOrientationPatient[4], 1
Read imageOrientationPatient[5], 0
dirX = 0.673828 0 0
dirY = 0 0.673828 0
dirZ = 0 0 1
matrix = {
        0.673828 0 0 0
        0 0.673828 0 0
        0 0 1 0
        -166.163 -334.163 351.5 1
}

pos = -166.163 -334.163 351.5
dist = 351.5

Orientation = 0 0 1
   d = 351.5 IM-0001-0185.dcm
Total Distance including ends 2
Average thickness 1
Error in reading dicom file IM-0001-0185.dcm, error = No data dictionary

Segmentation fault


I am using ubuntu, osg2.8 and libdcmtk 3.5.4-3 for building the dcmtk plugin.
Have you experienced similar behavior, or am I using the osgvolume example 
incorrectly?

Cheers and thanks for your help,
David
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Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG.

2009-02-16 Thread Gordon Tomlinson
OSG provides intersections testing 

See osgUtil::IntersectionVisitor, this is quite different though from what
Vega/Vega Prime provides

Note you will have to do more work/coding with OSG when using Isectors than
you would with Vega/VegaPrime
You will have to us the osgUtil::IntersectionVisitor  create equivalents to
like Vegas  HAT, LOS, Z, Tripod, 
ZPR, BUMP isectors.  etc. and then manage them, what updating them means
etc..

Also note the OSG only has one Node Mask to be used for Draw, Cull, APP,
Isectors etc, no separate ones as in Vega

OSG is very powerful and provides a lot, but in many cases not as much as
Vega/Vega Prime in some case  provides
much that Vega did not, but more at the lower level , generally you need to
know more of the nuts and bolts do with
OSG than you did with Vega

The best way I can describe the differences is if Performer/Vega, Vega added
an abstraction to make it  easier to use Performer
And extend it a little/lot in places, you lose that abstraction when moving
to OSG , and if you know/knew performer then it's easier
to think of OSG - Performer




__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of petr
Sent: Monday, February 16, 2009 9:28 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to create detection, crossing from Vega(Multigen)
to OSG.

Hi All,
I'm a new osg user and these days I'm trying to use it. Now i have tried
some tutorials and read some docs, and i have one questions.

because we have used for visualization Vega (by Multigen, now Presagis), ve
can add to scene some Isectors whitch checked collisions with another
objects, or hold the cars on the road. Can i do this  in OSG (i didn't found
Isectors theme on this website), and how to do it? 

Here is the part how to create Isector (create, position, masks, callback)
in Vega:

#define VGIS_TERR1 0x0001   //terrain face, for callback
#define VGIS_SOBJ1 0x0100   //static face, for callback

vgIsector *isector;
vgPosition *pos; //(x,y,z,h,p,r)

pos=vgNewPos();
vgPosVec(pos, 0.0f,0.0f,0.0f,0.0f,0.0f,0.0f);

//isect example
isector=vgNewIsect();   //new Isect
vgPos(isector, pos);//pos
vgIsectTarget(isector, vgGetScene(0));  //target detect (scene)
vgIsectClass(isector, VGIS_TERR8);  //mask
vgAddPlyrIsect(mv_player, isector); //isetc to player
vgAddFunc(isector, VGIS_HIT, callback, param);  //callback
vgUpdate(isector);  //update
vgDelPos(pos);  //del tmp pos


And some screenshot from runtime loop, the green line is detecting, red no.
Z-isectors hold the cars on the road. 3rd image - left isector is greeen
because ho has crashed with white cube (static object).

[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory1.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory2.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory-kolize.jpg ]


Please let me know, Thanks a lot.

Petr


BTW: tuto2.zip - contains tuto5 and tuto5.zip contains tuto 2

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Re: [osg-users] osgvolume problem

2009-02-16 Thread Gerrick Bivins
Hi David,
Do you have your data dictionary set?
http://www.mevis-research.de/~meyer/dcmtk/docs_352/dcmdata/datadict.txt

Something like this (depending on where DCMTK is installed on your system):
export DCMDICTPATH=/opt/local/lib/dicom.dic


Gerrick


On 2/16/09 9:59 AM, David de Angelo vonengel.gro...@googlemail.com
wrote:

 Hi folks,

I tried to run the osgvolume example with the OSIRIX data set,
 which can be 
found here:
 http://pubimage.hcuge.ch:8080/DATA/OSIRIX.zip
Unfortunately I run into a
 problem with this data. When I execute the 
following command:
osgvolume
 --images IM-0001-0185.dcm

the program crashes with the following output:
Max
 texture size=512
Reading DICOM file IM-0001-0185.dcm using
 DCMTK
sliceThickness =
 2
tagExistsWithValue(DCM_NumberOfFrames)=0
tagExistsWithValue(DCM_NumberOfSlic
 es)=0
Read DCM_ImagePositionPatient[0], -166.163
Read
 DCM_ImagePositionPatient[1], -334.163
Read DCM_ImagePositionPatient[2],
 351.5
Read imageOrientationPatient[0], 1
Read imageOrientationPatient[1],
 0
Read imageOrientationPatient[2], 0
Read imageOrientationPatient[3], 0
Read
 imageOrientationPatient[4], 1
Read imageOrientationPatient[5], 0
dirX =
 0.673828 0 0
dirY = 0 0.673828 0
dirZ = 0 0 1
matrix = {
        0.673828 0 0
 0
        0 0.673828 0 0
        0 0 1 0
        -166.163 -334.163 351.5
 1
}

pos = -166.163 -334.163 351.5
dist = 351.5

Orientation = 0 0 1
   d =
 351.5 IM-0001-0185.dcm
Total Distance including ends 2
Average thickness
 1
Error in reading dicom file IM-0001-0185.dcm, error = No data
 dictionary

Segmentation fault


I am using ubuntu, osg2.8 and libdcmtk
 3.5.4-3 for building the dcmtk plugin.
Have you experienced similar behavior,
 or am I using the osgvolume example 
incorrectly?

Cheers and thanks for your
 help,
David
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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Jeff
Thanks... I'll take a look.
Because I don't really have a solid format, I can probably write my scripts to 
output in whatever format would be the easiest to work with in OpenSceneGraph.  
Perhaps the .osg.  I'm just trying to understand the format.  Perhaps the 
VRML importer would be better.

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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Jean-Sébastien Guay

Hi Jeff,


Thanks... I'll take a look.
Because I don't really have a solid format, I can probably write my scripts to output in 
whatever format would be the easiest to work with in OpenSceneGraph.  Perhaps the 
.osg.  I'm just trying to understand the format.  Perhaps the VRML importer 
would be better.


Another solution could be to use scripting directly with OSG. Look into 
osgLua, osgPython, osgSWIG, ... which will allow you to create scripts 
that generate/manipulate OSG objects without writing and compiling C++ code.


J-S
--
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http://whitestar02.webhop.org/
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[osg-users] default lighting

2009-02-16 Thread Ben Axelrod
When I don't have any lights in my scene, and my viewer's lighting mode is set 
to no_light:

osgViewer::Viewer() - 
getCamera()-getView()-setLightingMode(osg::View::NO_LIGHT)

there is still some default lighting in the scene.  Where does this light come 
from, and how can I change it to be brighter or darker?

Thanks,
-Ben
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[osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] osgvolume problem

2009-02-16 Thread David Angelo
Hi Gerrick,

thanks!
That did the trick.

Cheers,
David

On Mon, Feb 16, 2009 at 5:04 PM, Gerrick Bivins gbiv...@objectreservoir.com
 wrote:

 Hi David,
 Do you have your data dictionary set?
 http://www.mevis-research.de/~meyer/dcmtk/docs_352/dcmdata/datadict.txthttp://www.mevis-research.de/%7Emeyer/dcmtk/docs_352/dcmdata/datadict.txt

 Something like this (depending on where DCMTK is installed on your system):
 export DCMDICTPATH=/opt/local/lib/dicom.dic


 Gerrick


 On 2/16/09 9:59 AM, David de Angelo vonengel.gro...@googlemail.com
 wrote:

  Hi folks,

 I tried to run the osgvolume example with the OSIRIX data set,
  which can be
 found here:
  http://pubimage.hcuge.ch:8080/DATA/OSIRIX.zip
 Unfortunately I run into a
  problem with this data. When I execute the
 following command:
 osgvolume
  --images IM-0001-0185.dcm

 the program crashes with the following output:
 Max
  texture size=512
 Reading DICOM file IM-0001-0185.dcm using
  DCMTK
 sliceThickness =
  2
 tagExistsWithValue(DCM_NumberOfFrames)=0
 tagExistsWithValue(DCM_NumberOfSlic
  es)=0
 Read DCM_ImagePositionPatient[0], -166.163
 Read
  DCM_ImagePositionPatient[1], -334.163
 Read DCM_ImagePositionPatient[2],
  351.5
 Read imageOrientationPatient[0], 1
 Read imageOrientationPatient[1],
  0
 Read imageOrientationPatient[2], 0
 Read imageOrientationPatient[3], 0
 Read
  imageOrientationPatient[4], 1
 Read imageOrientationPatient[5], 0
 dirX =
  0.673828 0 0
 dirY = 0 0.673828 0
 dirZ = 0 0 1
 matrix = {
 0.673828 0 0
  0
 0 0.673828 0 0
 0 0 1 0
 -166.163 -334.163 351.5
  1
 }

 pos = -166.163 -334.163 351.5
 dist = 351.5

 Orientation = 0 0 1
d =
  351.5 IM-0001-0185.dcm
 Total Distance including ends 2
 Average thickness
  1
 Error in reading dicom file IM-0001-0185.dcm, error = No data
  dictionary

 Segmentation fault


 I am using ubuntu, osg2.8 and libdcmtk
  3.5.4-3 for building the dcmtk plugin.
 Have you experienced similar behavior,
  or am I using the osgvolume example
 incorrectly?

 Cheers and thanks for your
  help,
 David
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Sukender
Hi Cory,

I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...

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


Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell c...@codeware.com a écrit:

 I downloaded the debug and release binaries from
 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

 When I try to run any of the exe's, I get a message that says:
   The application failed to initialize properly (0xc0022). Click on
 OK to terminate the application.

 I've seen this before and it has either been a permissions problem or a
 CRT version mismatch problem. I'm running Visual Studio 2005 which
 (AFAIK) is generally called version 8, so it shouldn't be a version
 problem. If I use runas to run osgversion.exe as administrator, I get
 the same error, so it shouldn't be a privileges problem. So now I really
 don't know what it could be.

 Up until today, I've always been running exe's that I compiled myself.
 This is the first time I've run OSG from a prebuilt binary.

 Is anybody else having this problem? Any troubleshooting suggestions?

 Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Gordon Tomlinson
Do you have SP1 installed for VS


__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Monday, February 16, 2009 11:19 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem with Windows debug binaries?

I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/b
inaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell




Yes, I have SP1.

I just noticed that none of the dll's have the execute bit set. My
cacls knowledge isn't good enough to know exactly what it is that
should be set. It's easy to just grant everyone full control (and it
does fix the problem), but I suspect that isn't the correct solution.

Cory

Sukender wrote:

  Hi Cory,

I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...

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


Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell c...@codeware.com a crit:

  
  
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] osgdem generated .ive (Type osgTerrain) crashes osgviewer

2009-02-16 Thread Christian
you were absolutely right. it was caused because of my notebook's graphic 
hardware, and that osg enviroment setting did the trick.

thank you very much!

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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell




A couple of notes:
1. I don't run as administrator all the time (it still amazes me how
many Windows users always operate as an admin)
2. I untarred with cygwin's tar. Perhaps that does something funky with
the permissions?

Cory

Sukender wrote:

  Hi Cory,

I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...

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


Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell c...@codeware.com a crit:

  
  
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Jean-Sébastien Guay

Hi Cory,


I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.


I just downloaded all the binaries and unzipped them all to the same 
directory, and I can run osgversion and osgviewer fine (without any 
other OSG binaries on my PATH).


You don't mention if you have SP1 installed on your installation of VC8. 
That could well be the problem. You need to have either the VC 2005 SP1 
redist or VC 2005 SP1 itself for binaries built with VC 2005 SP1 to run.


J-S
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Jean-Sébastien Guay

Hi Cory,

2. I untarred with cygwin's tar. Perhaps that does something funky with 
the permissions?


Perhaps... Can you try with another tool? For example 7-zip, which is F/OSS.

J-S
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Norman Vine
Cory Riddell writes:
 
 A couple of notes:
 1. I don't run as administrator all the time (it still amazes 
 me how many Windows users always operate as an admin)
 2. I untarred with cygwin's tar. Perhaps that does something 
 funky with the permissions?

My guess is you don't have the sp1 runtime
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-
984d-389c36f85647displaylang=en

HTH

Norman

 
 Cory
 
 Sukender wrote: 
 
   Hi Cory,
   
   I built these binaries. Do you have the SP1?
   If the problem is still ther, I'll may recompile 
 entirely (who knows?)...
   
   Sukender
   PVLE - Lightweight cross-platform game engine - 
 http://pvle.sourceforge.net/
   
   
   Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell 
 c...@codeware.com mailto:c...@codeware.com  a écrit:
   
 
 
   I downloaded the debug and release binaries from
   
 http://www.openscenegraph.org/downloads/stable_releases/OpenSc
 eneGraph-2.8/binaries/Windows/VisualStudio8/.
   
   When I try to run any of the exe's, I get a 
 message that says:
 The application failed to initialize properly 
 (0xc0022). Click on
   OK to terminate the application.
   
   I've seen this before and it has either been a 
 permissions problem or a
   CRT version mismatch problem. I'm running 
 Visual Studio 2005 which
   (AFAIK) is generally called version 8, so it 
 shouldn't be a version
   problem. If I use runas to run osgversion.exe 
 as administrator, I get
   the same error, so it shouldn't be a privileges 
 problem. So now I really
   don't know what it could be.
   
   Up until today, I've always been running exe's 
 that I compiled myself.
   This is the first time I've run OSG from a 
 prebuilt binary.
   
   Is anybody else having this problem? Any 
 troubleshooting suggestions?
   
   Cory
   
   
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell

Jean-Sébastien Guay wrote:
 Hi Cory,

 2. I untarred with cygwin's tar. Perhaps that does something funky
 with the permissions?

 Perhaps... Can you try with another tool? For example 7-zip, which is
 F/OSS.
  

Wow- when I untar with 7-zip I get different results than when I untar
with cygwin (the file permissions are different). Cygwin gives me exe
files with the execute bit set, but none of the dlls have that bit set.
7-zip just gives everyone full control. After searching through the
7-zip forums, it seems that it doesn't support maintaining ACL's.

Just out of curiousity, what tool was used to create the tarballs?

Cory
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell
I just did a little experiment with 7-Zip and ACL's. I created a file
and gave it weird privileges. I tar'd it with cygwin. When I untar
with cygwin, the ACL for the file is restored correctly. When I untar
with 7-Zip, the ACL has been replaced with one that grants full access
to everyone.

Likewise, if I tar with 7-Zip, it trashes the ACL for the file (in the
archive). It doesn't matter what I use to extract with. The privileges
information has been lost.

7-Zip might be a wonderful compression tool, but I don't think much of
it's archiving capabilities. I would not recommend it.

Cory


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[osg-users] [vpb] osgdem terrain creation - OpenGL 'invalid enumerant'

2009-02-16 Thread Christian
hi

actually this isn't  a serious problem, because i don't notice any negative 
effects on the generated .ive terrain files:

situation:
when i'm creating terrain with VPB's utilities i get some warnings regarding 
OpenGL:
---
...
Number of tasks completed 4, running 0, pending 2. 
Estimated time to completion 45 seconds, 66.8 percent done. 
 machine=sam1700 running 
task=tasks/build_subtile_L2_X1_Y1.task

Warning: detected OpenGL error 'invalid enumerant' at 
DestinationTile::createStateSet()   

machine=sam1700 completed task=tasks/build_subtile_L2_X1_Y1.task in 28.3 seconds
Number of tasks completed 5, running 0, pending 1. Estimated time to completion 
23 seconds, 83.4 percent done.  
...
---

my questions are:
* is this a serious problem?
* if yes, can i do something against it without changing my graphics hardware, 
e.g. would any OSG enviroment setting like: OSG_GL_EXTENSION_DISABLE help?

thanks,
christian

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Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG.

2009-02-16 Thread Robert Osfield
On Mon, Feb 16, 2009 at 4:01 PM, Gordon Tomlinson
gor...@gordon-tomlinson.com wrote:
 Note you will have to do more work/coding with OSG when using Isectors than
 you would with Vega/VegaPrime
 You will have to us the osgUtil::IntersectionVisitor  create equivalents to
 like Vegas  HAT, LOS, Z, Tripod,
 ZPR, BUMP isectors.  etc. and then manage them, what updating them means
 etc..

The osgSim NodeKit also adds some convinience methods for different
types of intersections, such as osgSim::LineOfSight and
osgSim::HeightAboveTerrain.  See the osgintersection example.

Robert.
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Re: [osg-users] [vpb] osgdem terrain creation - OpenGL 'invalid enumerant'

2009-02-16 Thread Robert Osfield
Hi Christain,

The warning suggests an issue with your OpenGL driver.  Perhaps
updating the driver will fix the issue.

The other route would be to disable the use of OpenGL compression of
tiles by selecting a non compression image target such as by using the
--RGB or --RGBA command line option.

Robert.

On Mon, Feb 16, 2009 at 5:33 PM, Christian osgfo...@tevs.eu wrote:
 hi

 actually this isn't  a serious problem, because i don't notice any negative 
 effects on the generated .ive terrain files:

 situation:
 when i'm creating terrain with VPB's utilities i get some warnings regarding 
 OpenGL:
 ---
 ...
 Number of tasks completed 4, running 0, pending 2.
 Estimated time to completion 45 seconds, 66.8 percent done.   
machine=sam1700 running 
 task=tasks/build_subtile_L2_X1_Y1.task

 Warning: detected OpenGL error 'invalid enumerant' at 
 DestinationTile::createStateSet()

 machine=sam1700 completed task=tasks/build_subtile_L2_X1_Y1.task in 28.3 
 seconds
 Number of tasks completed 5, running 0, pending 1. Estimated time to 
 completion 23 seconds, 83.4 percent done.
 ...
 ---

 my questions are:
 * is this a serious problem?
 * if yes, can i do something against it without changing my graphics 
 hardware, e.g. would any OSG enviroment setting like: 
 OSG_GL_EXTENSION_DISABLE help?

 thanks,
 christian

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Re: [osg-users] floor looks dark

2009-02-16 Thread Daniel Drubin
Hi,

thanks for response, but it doesn't help :-(
Another thing that I notice, the floor not only gets darkened, it also
receives coloring from clear color, if that makes sense.
Does anybody have an idea?

Thanks,
Daniel

On Sun, Feb 15, 2009 at 6:56 PM, Brian ... br...@hotmail.com wrote:
 It probably needs surface normals.

 Try running the model through osg convert and have it add normals.
 osgconv --smooth input file output file.ive

 Brian
 Date: Sun, 15 Feb 2009 15:12:59 +0200
 From: stargazer3...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] floor looks dark

 Greetings,

 I am trying to make a visualization of a building in 3DS, and it looks
 like the floor always looks dark, even if material/texture is light. I
 tried even to make the floor plain white, and it appeared quite dark
 gray. If I rotate, it always appears that darkened are surfaces that
 happen to be down related to the camera.

 Does anybody knows what to do about this darkening effect? Is it
 something that I can control?

 Thanks,
 D
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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Jeff

Skylark wrote:
 Hi Jeff,
 
 Another solution could be to use scripting directly with OSG. Look into 
 osgLua, osgPython, osgSWIG, ... which will allow you to create scripts 
 that generate/manipulate OSG objects without writing and compiling C++ code.
 
 J-S
 


I'm familiar with Python, so which would be the best wrapper to use.  OSGSWIG, 
osgPython, or PyOSG.  Any suggestions on which one is best?  Seems the project 
would focus on one...

- Jeff

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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-16 Thread Jean-Sébastien Guay

Hi Jeff,

Another solution could be to use scripting directly with OSG. Look into 
osgLua, osgPython, osgSWIG, ... which will allow you to create scripts 
that generate/manipulate OSG objects without writing and compiling C++ code.


I'm familiar with Python, so which would be the best wrapper to use.  OSGSWIG, 
osgPython, or PyOSG.  Any suggestions on which one is best?  Seems the project 
would focus on one...


I think osgPython is generated using SWIG these days, so presumably it 
would be roughly equivalent to osgSWIG... I'll let others reply as to 
which one is more up to date these days, as I don't use any of those myself.


J-S
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Re: [osg-users] floor looks dark

2009-02-16 Thread Brian R Hill
If you can post the model I can try looking at it.

Brian

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To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Daniel Drubin stargazer3...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 02/16/2009 01:28PM
Subject: Re: [osg-users] floor looks dark

Hi,

thanks for response, but it doesn't help :-(
Another thing that I notice, the floor not only gets darkened, it also
receives coloring from clear color, if that makes sense.
Does anybody have an idea?

Thanks,
Daniel

On Sun, Feb 15, 2009 at 6:56 PM, Brian ... br...@hotmail.com wrote:
 It probably needs surface normals.

 Try running the model through osg convert and have it add normals.
 osgconv --smooth input file output file.ive

 Brian
 Date: Sun, 15 Feb 2009 15:12:59 +0200
 From: stargazer3...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] floor looks dark

 Greetings,

 I am trying to make a visualization of a building in 3DS, and it looks
 like the floor always looks dark, even if material/texture is light. I
 tried even to make the floor plain white, and it appeared quite dark
 gray. If I rotate, it always appears that darkened are surfaces that
 happen to be down related to the camera.

 Does anybody knows what to do about this darkening effect? Is it
 something that I can control?

 Thanks,
 D
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[osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-16 Thread Christian Noon
Hello,

I just built a development build of osg 2.8 successfully with the 10.5 sdk. 
However, when trying to compile my app against the 2.8 frameworks, I keep 
getting the following linker errors:


  OpenThreads::Atomic::operator--(), referenced from:
  osg::Referenced::unref() constin ASDSFrame.o
  osg::Referenced::unref() constin FileManager.o
  osg::Referenced::unref() constin ASDSOSGCanvas.o
  osg::Referenced::unref() constin ASDSScene.o
  osg::Referenced::unref() constin ASDSTree.o
  osg::Referenced::unref() constin ASDSGraphicalPicker.o
  osg::Referenced::unref() constin ASDSTreeItemData.o
  osg::Referenced::unref() constin ASDSDraggerHandler.o
  osg::Referenced::unref() constin ASDSPart.o
  osg::Referenced::unref() constin 
Translate3DAxisPlaneDragger.o
  osg::Referenced::unref() constin Translate3DDragger.o
  osg::Referenced::unref() constin Translate3DPlaneDragger.o
  osg::Referenced::unref() constin ASDSStateSavingPanel.o
  osg::Referenced::unref() constin Rotate3DCylinderDragger.o
  OpenThreads::Atomic::operator++(), referenced from:
  osg::Referenced::ref() constin FileManager.o
  osg::Referenced::ref() constin ASDSOSGCanvas.o
  osg::Referenced::ref() constin ASDSScene.o
  osg::Referenced::ref() constin ASDSTree.o
  osg::Referenced::ref() constin ASDSGraphicalPicker.o
  osg::Referenced::ref() constin ASDSTreeItemData.o
  osg::Referenced::ref() constin ASDSDraggerHandler.o
  osg::Referenced::ref() constin ASDSPart.o
  osg::Referenced::ref() constin 
Translate3DAxisPlaneDragger.o
  osg::Referenced::ref() constin Translate3DDragger.o
  osg::Referenced::ref() constin Translate3DPlaneDragger.o
  osg::Referenced::ref() constin ASDSStateSavingPanel.o
  osg::Referenced::ref() constin Rotate3DCylinderDragger.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
Build failed (2 errors)

I have this building successfully against the 2.6.1 frameworks w/o any problem. 
Any help would be greatly appreciated.

Thanks,

- Christian

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Re: [osg-users] Resolving CDash errors/warning

2009-02-16 Thread Philip Lowman
On Mon, Feb 16, 2009 at 9:28 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Philip,

  I really haven't been monitoring the status of the OSG for quite a while
 now so I'm not extremely familiar with how you guys are kicking off your
 nightly builds.


 Our nightly builds are just additional projects in the VS solution /
 makefile. So we do either

  make Nightly

 or

  devenv path to OpenSceneGraph.sln /build Release /project Nightly


I'll setup a couple of nightly's at work tomorrow and include the -A flag so
people can have a look at what I'm doing.  It really is as simple as
tweaking the CMake examples I linked and stripping out some of the CMake
specific stuff.  Also change cvs to svn, obviously.

The big advantage of running ctest -S foo.cmake is that you can test not
only your build, but also your configure step.  You can also share one
source tree amongst all of your build configurations if you want and just
kick off ctest -S multiple times in a nightly cronjob.



  Typically at work we use cron or Windows Scheduled Tasks to run the
 following command to build our source tree.
 ctest -S foo.cmake

 foo.cmake would contain something similar to the following:
 http://www.cdash.org/CDash/viewNotes.php?buildid=271884
 http://www.cdash.org/CDash/viewNotes.php?buildid=271534

 This allows us to tweak the initial cache to enable / disable various
 dependencies, etc.

 http://www.cmake.org/Wiki/CMake_Scripting_Of_CTest


 Interesting, I'll have to take a look at this.



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