Re: [osg-users] animating textures

2009-04-08 Thread Robert Osfield
Hi Julia,

On Wed, Apr 8, 2009 at 3:57 AM, Julia Guo mrvoltem...@gmail.com wrote:

 Hi, thanks very much for the advices.

 I now have a basic MultitextureControl example working that fades a single
 texture.
 However I cant seem to activate texture unit 1. The following example only
 shows the texture if I set unit to 0:

 Code:
 addDrawable(new osg::ShapeDrawable(new osg::Cone()));
 texture = new osg::Texture2D;
 texture-setImage(osgDB::readImageFile(brick1.TGA));
 int unit = 1; // works fine when unit=0
 getOrCreateStateSet()-setTextureAttributeAndModes(unit, texture);



This doesn't really provide enough info about your overall texture set to
know whether it's appropriate.  Most likely the problems you are seeing are
related to not setting up the scene graph appropriately, but as to what you
are doing wrong I can't say.


 Like lights, is only texture 0 activated by default? Am I missing something
 to activate the texture?


All textures are off by default, you have to explicitly enable them all.


  The other way to do it is use a 3D texture and then vary the r coord.
  See the osgtexture3D example for an example of this.
 

 hi Robert: is there an advantage to this technique or has it been obsoleted
 by MultitextureControl?


It's just a different way of doing it, there are pros and cons of both
ways.  The OSG/OpenGL are just the basic language that you the programmer
use to construct your graphics app, how you use it depends upon what you are
trying to achieve.

Robert.
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[osg-users] Watch your favorite Live TV Streaming Channels in PC

2009-04-08 Thread Lita1985
Hello guys,
I have read a lot about internet satellite tv players.. to be honest, I am 
quite disappointed because the ones I tried have a pretty poor channel offering 
and do not actually offer premium channels like ESPN to watch live sports and 
stuff. After a few weeks I ended up on www.satellite-tv-player.com and it's the 
only one I would recommend to my friends.
As they claim on their website, the software comes with more than 3000 TV 
channels, 1000+ Radio channels, 1000+ online movies. This last feature is 
pretty cool. It's like you have a huge database of movies ready to go. You 
simply click on any movie name to start watching straight away with no need to 
download. But the best thing is that the 95% of the TV channels does actually 
work. Too many TV to PC software have no maintenance, with the net result that 
40-50% of the channels are like broken or offline. In this case, 
www.satellite-tv-player.com offers a dedicated team of content managers who 
tune up the TV signals on a daily basis. The updates are sent to all users via 
a live update service which can be launched anytime via software user interface 
(you will see an update button on the top right corner of the software 
window). You just click on the update button and in a matter of 5-7 seconds you 
get the updates of the day! The quality of the channels is definitely go
 od for the one-time-fee I paid (29 bucks), including ESPN, CBS, Fox, CNN 
streams (there is also plenty of European channel I do not know..). On top of 
this, I have contacted customer support twice to request the addition of two 
local channels from my area (San Diego); the customer support replied to my 
email within 12 hours (another website replied to my email after 4 days...) and 
after 3 days I noticed my 2 channels had been added into the TV Player.. pretty 
amazing! To me, this is the right choice, good luck guys, peace and love, 


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Re: [osg-users] vpbmaster vs osgdem

2009-04-08 Thread Robert Osfield
Hi Gert,

Unfortunatly the extra details of the crash don't help too much, they just
provide a few more clues but only scant ones.  It's the stack trace that is
the essential part to homing in on the cause.

Try build this task on a different OS, there is a chance that it will either
just work, or if it fails it will provide more clues as to what might be
wrong.

Another leads to follow up on is whether gdal is able to read
earthmap_merged.tif file, try using gdalinfo on the file to see it can be
read OK.

Robert.

On Wed, Apr 8, 2009 at 4:07 AM, Gert van Maren g...@k2vi.com wrote:

 Hi Robert,

 I did run osgdem in debug mode. No stack trace but the following error in
 the output log:

 First-chance exception at 0x7c812a5b in osgdemd.exe: Microsoft C++
 exception: std::bad_alloc at memory location 0x00dbe350..
 The thread 'Win32 Thread' (0xca0) has exited with code 1 (0x1).
 The program '[2704] osgdemd.exe: Native' has exited with code 1 (0x1).

 Full log attached.

 Ran it multiple times now in debug and release. The log always stops with
 the same last line

 3479.794 : DestinationTile::readFrom(SetName=,
 FileName=F:\K2Vi\Globe_data\earth\images\NEW_Global_texture\earthmap_with_clouds\earthmap_merged.tif)

 Does that give a clue? Maybe data issue? Only variation is the first
 number.

 The only other thing I could see was a error in the DOS window when running
 VPB but this happened in a earlier task:
 PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: The
 handle is not valid also attached.

 Gert

 On Mon, 06 Apr 2009 10:05:22 +1200, 
 osg-users-requ...@lists.openscenegraph.org wrote:

  So try simply running:

 osgdem --run-path F:\K2Vi\work_in_progress\Melbourne\osgdem -s
 build_master.source --subtile 13 7394 1195 --task
 tasks/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.task --log
 logs/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.log

 Hopefully this task will fail again, if it does then try and run it in a
 debugger to get a stack trace.

 Beyond this we don't really have any clues what have gone wrong.  Another
 thing you could try is building under another OS.  Windows isn't the best
 platform to do heavy duty lifting like large builds on as the file system is
 just too slow for this type of work.




 --
 Gert van Maren

 Head of Research  Development
 K2Vi Virtual Reality Software
 Data Interface Technologies Ltd

 3 Cliff Wilson street
 Level 2, 9305
 Wanaka, New Zealand
 Phone: +64 21 2855581
 Email: g...@k2vi.com
 Web: http://www.k2vi.com

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Re: [osg-users] Watch your favorite Live TV Streaming Channels in PC

2009-04-08 Thread Robert Osfield
Arrgfhghgh, Spam has finally infiltrated the forum and hence the mailing
list.

Art is this a valid poster?  If so could you unsubscribe this spam bot.

If not, any ideas how a non subscribed posted could inject a post?

Cheers,
Robert.

On Wed, Apr 8, 2009 at 9:18 AM, Lita1985 ca...@live.com wrote:

 Hello guys,

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[osg-users] Server shutdown (again)

2009-04-08 Thread Jose Luis Hidalgo
Hi All,

Today (April 8th) the server will be down, again. The final UPS system
is going to be installed, and we need to shutdown the server for 3 or
4 hours starting at 20:00 (GMT+1).

Sorry for any inconvenience. I hope this we won't hear about any UPS
maintenance for a long time :)

Cheers,
   JL.


-- 
  Jose L. Hidalgo Valiño (PpluX)
   http://www.pplux.com 
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Re: [osg-users] osgShadow and model alpha textures

2009-04-08 Thread Wojciech Lewandowski

Bob,

Its hard for me to imagine how one could get the effect of lightening 
instead of dimming. But maybe color material set in vertices 
(GL_COLOR_MATERIAL)  may be involved somehow. This attribute is not handled 
by vertex shaders. But its handled by fixed pipeline.You may look at the 
shaders code ( stored inside osgShadow\src\StandardShadowMap.cpp ). All 
classed derived from StandardShadowMap (Lispsm included) may work bit 
differenet than other techniques because they define Vertex Shader. If your 
fixed pipeline lighting setup is different than what is assumed in SSM 
vertex shader we may see some issues not observable with other techniques 
(which only use Fragment Shaders). SSM vertex shader assumes that we have 
one light and separately compute and pass diffuse and ambient components to 
fragment shader. If ambient is passed separately, fragment shader may 
properly remove only diffuse component  in shadowed areas keeping ambient 
untouched.


Cheers,
Wojtek

Cheers,
Wojtek
- Original Message - 
From: Bob Holcomb bob_holc...@hotmail.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, April 08, 2009 2:34 AM
Subject: [osg-users] osgShadow and model alpha textures



Hello,

I'm adding osgShadow to an existing osg project and I'm getting some weird 
results with PSSM (Parallel Split Shadow Maps).  They don't seem to be 
respecting the alpha channel of my model's texture.  For example, I have 
helicopter model who's rotor system is represented by a quad and a texture 
of the blades which is mostly transparent. When rendering before adding 
osgShadow it looked fine.  After adding osgShadow the translucent part is 
white (but the shadows projected on the ground look pretty good!).  This 
only affects the items under the shadowedScene node, any geometry not 
under that node is rendered correctly.


I've also tried the Light Space Perspective Map technique and found that 
the self shadowing looks great, but the projected texture on the ground 
actually makes the ground lighter instead of darker.  If anybody has any 
info on either of these issues I would also appreciate the help.  Thanks!


Cheers,

Bob

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Re: [osg-users] Watch your favorite Live TV Streaming Channels in PC

2009-04-08 Thread Art Tevs
Hi folks,

yeah, somebody get finally through. From my logs I can not see anything 
strange, hence if it was a bot he get through by the first try (which means 
this is a almost perfect bot ;) ), or it was a human controlled bot. 

Sorry, for that intrusion. The current spam filters are already filtering 
around 20-30 tries to register per day. I think some of the owners of the 
spam-bot was so frustrated, that he/she decided to register the bot manually :)

I deleted the user and will enforce the spam filters to create harder exercises 
in order to register.

Cheers,
art

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Re: [osg-users] Extending Node or a Nodekit ?

2009-04-08 Thread Nico Kruithof
Hello,

I have a similar problem, only a bit more generic. I would like to
extend a node with additional information stored in a hash map. I
assume that I would have to write a nodekit to do this. Is that right
or is there an easier way to extend nodes? From the quick reference
guide I found out that I need to extend the node and write an exporter
for the osg format. Is there a small example/tutorial that I could use
as a basis? I couldn't find anything.

-- Nico Kruithof

On Tue, Apr 7, 2009 at 10:16 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Martin,

 So I can add any arbitrary arrays to _vertexAttribList without affecting
 the drawables?

 Yep, and it's even saved in the .osg file :-)

 See OpenSceneGraph-Data/glsl_confetti.osg for example, search for Attrib.

 J-S
 --
 __
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                               http://www.cm-labs.com/
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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Art Tevs
Hi guys,

organizing a course is maybe a good idea, but I suppose that this will 
automaticly decrease the number of interested people, since they will need to 
pay then. If Bob and Paul would like to have such a training course, then why 
not. Of course we could split up the courses from the public talks, for 
example, as Robert said, first two days there are courses and in the last day 
there are just a free talks from people who like to present something. 


But I am not sure if universities would like to host commercial events like osg 
training courses?! Hence if we decide to have the courses in parallel, then we 
will need another venue. So the question is, if the people who usually give 
some training courses, are willing to do it again in Paris soon?


Cedric, Serge, Sukender which time does the winter semeter starts in france? 
The question is, if we ask the computer graphics lab of the paris' university 
for hosting our event, then we should make it during the semester time, so that 
the students could take this opportunity.


Serge, you think it would be possible to host the event liek this again in 
Tharsis? What about the public transportation system there? What about some 
off-work activities in that area?

cheers,
art

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Sukender
Le Wed, 08 Apr 2009 11:39:58 +0200, Sukender suky0...@free.fr a écrit:

 Hi Art and Robert,

 Well actually I was suggesting something a bit different... If (and I insist 
 on the if) we have our meeting in an university, then I was thinking of a 
 (free) users meeting, with the addition of a (free) mini-conference for 
 students: what is a scenegraph, what offers OSG, some examples... but not 
 much more. I was thinking of this mini-conference as something to thank the 
 university for welcoming us.
 Thoughts?


Forgot to mention: that mini-conference would be organized and presented by us, 
of course. Why not each (well... some) of us presenting a part of the 
conference?

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


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Re: [osg-users] LightPoint and fog

2009-04-08 Thread Steven Saunderson
I've just found that using osgSim::LightPoint::BLENDED instead of ADDITIVE 
solves my problem.

My apologies for posting this thread.

Thanks,


-- Steven Saunderson

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Serge Lages
On Wed, Apr 8, 2009 at 11:15 AM, Art Tevs arti_t...@yahoo.de wrote:

 Hi guys,

 organizing a course is maybe a good idea, but I suppose that this will
 automaticly decrease the number of interested people, since they will need
 to pay then. If Bob and Paul would like to have such a training course, then
 why not. Of course we could split up the courses from the public talks, for
 example, as Robert said, first two days there are courses and in the last
 day there are just a free talks from people who like to present something.


 But I am not sure if universities would like to host commercial events like
 osg training courses?! Hence if we decide to have the courses in parallel,
 then we will need another venue. So the question is, if the people who
 usually give some training courses, are willing to do it again in Paris
 soon?


 Cedric, Serge, Sukender which time does the winter semeter starts in
 france? The question is, if we ask the computer graphics lab of the paris'
 university for hosting our event, then we should make it during the semester
 time, so that the students could take this opportunity.


 Serge, you think it would be possible to host the event liek this again in
 Tharsis? What about the public transportation system there? What about some
 off-work activities in that area?


Here is our possible next address :

http://maps.google.fr/maps?f=qsource=s_qhl=frgeocode=q=15+rue+Jean-Baptiste+Berlier+-+75013+PARISsll=48.827322,2.386415sspn=0.006752,0.019376ie=UTF8ll=48.827195,2.384312spn=0.006752,0.019376t=hz=16

As you can see it's not well centered... But normally we'll have more space,
maybe even enought to host a training (but it needs confirmation, we'll only
know if we go here during may).

-- 
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http://www.tharsis-software.com
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[osg-users] problem with osg::Operation in osgtext example

2009-04-08 Thread Roman Grigoriev
Hi guys!

I try to solve problem with osg::Operation 

In my app I want to use threads to solve different tasks - read data from
sensor, process some data and etc.

But I find that on my core2duo notebook with 8600gt with vista I have
strange results if I don't use threads I have steady FPS

If I have one osg::operation like in osgtext example I don't have steady fps
it's jittering from 90 to 70 fps

But if I have 20 operations I got 30 fps. I compile osg from svn.

I don't have any ideas about this.

Maybe someone solved this problem?

Thanx in advance

Bye

 

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Re: [osg-users] osgAL now has a CMake script

2009-04-08 Thread Msrsas
Hi all,

I am new to OSG and doing some school project using OSG. I am interested in 
adding audio in my osg application. I have tried to build osgal using CMakeList 
provided by Sukender. but it is giving me following error

CMake Error in src/openalpp/CMakeLists.txt:
  Cannot find source file AudioBase.  Tried extensions .c .C .c++ .cc .cpp
  .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

I am using .NET2003 and Cmake 2.6.3

Thanks,
Vikas

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[osg-users] [vpb] How to study vpb?

2009-04-08 Thread Ma Yunqiang
Hi,

I'm a   Newbie,I find very litter document and examples , How I should study 
it(vpb)?

Thank you.

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Re: [osg-users] [build] introducing the osgviewer application into another application

2009-04-08 Thread Romain Cavagna
I've the answer to my question !

We must add this definitions with linux 

#ifdef linux

// openthreads configuration
/* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
#define _OPENTHREADS_ATOMIC_USE_MUTEX

// osg configuration
/* #undef OSG_USE_FLOAT_MATRIX */
/* #undef OSG_USE_FLOAT_PLANE */
#define OSG_USE_FLOAT_BOUNDINGSPHERE
#define OSG_USE_FLOAT_BOUNDINGBOX

#endif

Romain

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Re: [osg-users] [build] introducing the osgviewer application into another application

2009-04-08 Thread Robert Osfield
Hi Romain,

Add definitions to what file  Please note that other Linux users aren't
having these problems, I for one work under linux as my main dev platform.

Could it be that you are not including the include/osg/Config in some way?

Robert.

On Wed, Apr 8, 2009 at 11:41 AM, Romain Cavagna rcava...@widereality.comwrote:

 I've the answer to my question !

 We must add this definitions with linux 

 #ifdef linux

 // openthreads configuration
 /* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */
 /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
 /* #undef _OPENTHREADS_ATOMIC_USE_SUN */
 /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
 #define _OPENTHREADS_ATOMIC_USE_MUTEX

 // osg configuration
 /* #undef OSG_USE_FLOAT_MATRIX */
 /* #undef OSG_USE_FLOAT_PLANE */
 #define OSG_USE_FLOAT_BOUNDINGSPHERE
 #define OSG_USE_FLOAT_BOUNDINGBOX

 #endif

 Romain

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Re: [osg-users] osgAL now has a CMake script

2009-04-08 Thread Sukender
Hi Vikas,

That sounds strange since I don't have the error. I added quotes to paths (in 
case your path contains spaces). Please update and test, and then contact me 
directly by email to report if it worked or not (since we may not pollute osg 
mailing lists with it).
See you later!

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


Le Wed, 08 Apr 2009 12:48:19 +0200, Sukender suky0...@free.fr a écrit:

 Investigation process start.. OK

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


 Le Wed, 08 Apr 2009 12:17:24 +0200, Msrsas cgvr.msr...@gmail.com a écrit:

 Hi all,

 I am new to OSG and doing some school project using OSG. I am interested in 
 adding audio in my osg application. I have tried to build osgal using 
 CMakeList provided by Sukender. but it is giving me following error

 CMake Error in src/openalpp/CMakeLists.txt:
   Cannot find source file AudioBase.  Tried extensions .c .C .c++ .cc .cpp
   .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

 I am using .NET2003 and Cmake 2.6.3

 Thanks,
 Vikas

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[osg-users] LightPoint and fog

2009-04-08 Thread Steven Saunderson
Hi,

I'm using osgSim::LightPoint for lights (e.g. runway edge lights) in a scene.  
These are great normally but when fog (osg::Fog) is applied the lights change 
to white and don't fade into obscurity.

Is there an easy way to fix this or perhaps a better method of adding such 
lights to the scene ?  I'm wondering about putting the lights under an LOD and 
changing the max range to suit the fog but this doesn't sound easy or ideal.

Thank you,


-- Steven Saunderson

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Re: [osg-users] osgAL now has a CMake script

2009-04-08 Thread Sukender
Hi Vikas,

That sounds strange since I don't have the error. I added quotes to paths (in 
case your path contains spaces). Please update and test, and then contact me 
directly by email to report if it worked or not (since we may not pollute osg 
mailing lists with it).
See you later!

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


Le Wed, 08 Apr 2009 12:48:19 +0200, Sukender suky0...@free.fr a écrit:

 Investigation process start.. OK

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


 Le Wed, 08 Apr 2009 12:17:24 +0200, Msrsas cgvr.msr...@gmail.com a écrit:

 Hi all,

 I am new to OSG and doing some school project using OSG. I am interested in 
 adding audio in my osg application. I have tried to build osgal using 
 CMakeList provided by Sukender. but it is giving me following error

 CMake Error in src/openalpp/CMakeLists.txt:
   Cannot find source file AudioBase.  Tried extensions .c .C .c++ .cc .cpp
   .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

 I am using .NET2003 and Cmake 2.6.3

 Thanks,
 Vikas

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Sukender
-- 
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 08 Apr 2009 11:15:46 +0200, Art Tevs arti_t...@yahoo.de a écrit:

 Hi guys,

 organizing a course is maybe a good idea, but I suppose that this will 
 automaticly decrease the number of interested people, since they will need to 
 pay then. If Bob and Paul would like to have such a training course, then why 
 not. Of course we could split up the courses from the public talks, for 
 example, as Robert said, first two days there are courses and in the last day 
 there are just a free talks from people who like to present something.


 But I am not sure if universities would like to host commercial events like 
 osg training courses?! Hence if we decide to have the courses in parallel, 
 then we will need another venue. So the question is, if the people who 
 usually give some training courses, are willing to do it again in Paris soon?


 Cedric, Serge, Sukender which time does the winter semeter starts in france? 
 The question is, if we ask the computer graphics lab of the paris' university 
 for hosting our event, then we should make it during the semester time, so 
 that the students could take this opportunity.


 Serge, you think it would be possible to host the event liek this again in 
 Tharsis? What about the public transportation system there? What about some 
 off-work activities in that area?

 cheers,
 art

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Robert Osfield
Hi Art,

On Wed, Apr 8, 2009 at 10:15 AM, Art Tevs arti_t...@yahoo.de wrote:

 organizing a course is maybe a good idea, but I suppose that this will
 automaticly decrease the number of interested people, since they will need
 to pay then.


I was thinking that the course would be just for those that paid for the
course, and a final day would be open to all.


 If Bob and Paul would like to have such a training course, then why not. Of
 course we could split up the courses from the public talks, for example, as
 Robert said, first two days there are courses and in the last day there are
 just a free talks from people who like to present something.


I do training as well, but do far less public courses - mainly as I'm too
busy on programming work to arrange them :-)

If we could get the numbers up then we could get potentially get all three
of us along.  There is also the possibility of having other instructors on
the bill - like yourself for instance.  My thought is that just having a
short meeting is hard to justify in terms of costs and time, the a paid
course could making it more viable for more speakers.

But I am not sure if universities would like to host commercial events like
 osg training courses?! Hence if we decide to have the courses in parallel,
 then we will need another venue. So the question is, if the people who
 usually give some training courses, are willing to do it again in Paris
 soon?


I would expect a commercial course would require the uni to be paid for the
lecture room.  We might we'll need to pay for just a lecture room for a non
commercial meeting.

Cedric, Serge, Sukender which time does the winter semeter starts in france?
 The question is, if we ask the computer graphics lab of the paris'
 university for hosting our event, then we should make it during the semester
 time, so that the students could take this opportunity.

 Serge, you think it would be possible to host the event liek this again in
 Tharsis? What about the public transportation system there? What about some
 off-work activities in that area?


Robert.
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Re: [osg-users] MatrixManipulator

2009-04-08 Thread Jean-Sébastien Guay

Hello Sajjad,

I want to rotate the camera against X axis when the mouse is clicked and 
dragged vertically -  means against the X - axis. with very same left 
mouse click.
Do i have to create another osg::Quat variable for that or use the 
existing one ?


I'm confused - you have the code, why don't you experiment? You can 
change the manipulator to do whatever you want.


Hint: you can multiply whatever quaternion you have by another one that 
rotates around the X axis by the y mouse input value you get. That will 
give you a compound rotation which is the combination of both rotations.


J-S
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Re: [osg-users] [vpb] How to study vpb?

2009-04-08 Thread Tomlinson, Gordon
As they say in my  part of the world 'Suck it and See'

Meaning try it, run the examples, look at code, look at what  it doe, look at 
the command line parameters, search the mail archives for discussions on VPB, 
check the web site for hints, tips, faqs etc


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ma Yunqiang
Sent: Wednesday, April 08, 2009 6:31 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] How to study vpb?

Hi,

I'm a   Newbie,I find very litter document and examples , How I should study 
it(vpb)?

Thank you.

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Re: [osg-users] animating textures

2009-04-08 Thread Julia Guo
hi Robert,

so if all textures are disabled initially is there any difference between 
textures 0 and 1? Because the exact same code works for texture 0 but not 
texture 1.
I saw in the archives a snippet 
(http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3) 
where the texture coordinates were set manually like this:

Code:
geometry-setTexCoordArray(1, geometry-getTexCoordArray(0)); 


I cant do this because my drawable does not inherit from osg::Geometry, but is 
something manual like this needed for non-zero textures?




 Most likely the problems you are seeing are related to not setting up the 
 scene graph appropriately

What kind of settings can effect whether a texture is displayed?


Julia

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Re: [osg-users] [vpb] How to study vpb?

2009-04-08 Thread Jason Beverage
Ha, I've never heard Suck it and See before, but you can bet I'll be using
it quite often from here on out:)

2009/4/8 Tomlinson, Gordon gtomlin...@overwatch.textron.com

 As they say in my  part of the world 'Suck it and See'

 Meaning try it, run the examples, look at code, look at what  it doe, look
 at the command line parameters, search the mail archives for discussions on
 VPB, check the web site for hints, tips, faqs etc


 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ma Yunqiang
 Sent: Wednesday, April 08, 2009 6:31 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] [vpb] How to study vpb?

 Hi,

 I'm a   Newbie,I find very litter document and examples , How I should
 study it(vpb)?

 Thank you.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=9896#9896





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Re: [osg-users] Server shutdown (again)

2009-04-08 Thread Jose Luis Hidalgo
Hi All,

  I've been informed that the shutdown has been rescheduled, it will
go down at 17:00h (GMT+1), in one hour.

JL.


On Wed, Apr 8, 2009 at 10:34 AM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:
 Hi All,

 Today (April 8th) the server will be down, again. The final UPS system
 is going to be installed, and we need to shutdown the server for 3 or
 4 hours starting at 20:00 (GMT+1).

 Sorry for any inconvenience. I hope this we won't hear about any UPS
 maintenance for a long time :)

 Cheers,
   JL.


 --
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   http://www.pplux.com 




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[osg-users] OsgReadFile informations

2009-04-08 Thread Michael Hasler
Hi,

Im working on an osg application which need to show some information
about osgObject from the Node like name in an TreeView.

I start browsing the loaded model  with the Debuger to find the 
Information i need.

First i load via ReaderWriterDXF and dxf-file into ReadResult Object.
If i watch that result-object in the debuger i can easy find 
under - _ptr-MatrixTransform-Transform-Geode-_childrean 
the first object and its name.

I write that result into an osgNode File, in which i can find my names as well.
(view in editor, osg file attached) 
If i load that model with readNodeFile().
an browse the ref_ptr(osg::Node) node  object
i cannot find nothing just one osg::Object no MatrixTransformation 
but the rendered result is the same !!

im working on that all day *cry* pleazz help me somebody 
how can i acces those information, where is the MatrixTransformation
Object gone.


Thank you.

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MatrixTransform {
  UniqueID MatrixTransform_0
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
-1 -1 -1 1
  }
  num_children 1
  MatrixTransform {
nodeMask 0x
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
  1 0 0 0
  0 1 0 0
  0 0 1 0
  0 -4.63257e-008 0 1
}
num_children 1
Group {
  name Meshes
  nodeMask 0x
  cullingActive TRUE
  num_children 2
  Geode {
name Meshes
nodeMask 0x
cullingActive TRUE
num_drawables 1
Geometry {
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays TRIANGLES 0 24
  }
  VertexArray Vec3Array 24
  {
2 2 0
2 2 0
2 2 0
2 1e-006 0
2 1e-006 0
2 1e-006 0
0 1e-006 0
0 1e-006 0
0 1e-006 0
0 2 0
0 2 0
0 2 0
2 2 2
2 2 2
2 2 2
2 0 2
2 0 2
2 0 2
0 1e-006 2
0 1e-006 2
0 1e-006 2
0 2 2
0 2 2
0 2 2
  }
  NormalBinding PER_VERTEX
  NormalArray Vec3Array 8
  {
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
  }
  ColorBinding OVERALL
  ColorArray Vec4Array 1
  {
0.866 0.866 0.866 1
  }
}
  }
  Geode {
name Meshes
nodeMask 0x
cullingActive TRUE
num_drawables 1
Geometry {
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays QUADS 0 24
  }
  VertexArray Vec3Array 24
  {
0 2 0
0 1e-006 0
2 1e-006 0
2 2 0
2 0 2
0 1e-006 2
0 2 2
2 2 2
2 1e-006 0
2 0 2
2 2 2
2 2 0
0 1e-006 0
0 1e-006 2
2 0 2
2 1e-006 0
0 2 0
0 2 2
0 1e-006 2
0 1e-006 0
0 2 2
0 2 0
2 2 0
2 2 2
  }
  NormalBinding PER_VERTEX
  NormalArray Vec3Array 6
  {
0 0 1
0 0 -1
-1 5e-007 -5e-007
5e-007 1 -0
1 0 -0
0 -1 0
  }
  ColorBinding OVERALL
  ColorArray Vec4Array 1
  {
0.866 0.866 0.866 1
  }
}
  }
}
  }
}
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Re: [osg-users] MatrixManipulator

2009-04-08 Thread ami guru
Hello J-S,


I have already tried that , but i am not getting the output that i am
looking for.

The snippet is as follows:


'''
  if (buttonMask == GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
  // rotate camera.

  osg::Quat new_rotate;
  osg::Quat new_rotate1;

  new_rotate.makeRotate(dx / 3.0f, osg::Vec3(0.0f, 0.0f, 1.0f));
  new_rotate1.makeRotate(dy / 3.0f, osg::Vec3(1.0f, 0.0f, 0.0f));

  m_rotation = m_rotation * new_rotate   * new_rotate1 ;

  return true;

}



**'

I am wrong in the concept i believe .
Any hint to to do some trial and error ?



Regards
Sajjad


On Wed, Apr 8, 2009 at 3:04 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Sajjad,

  I want to rotate the camera against X axis when the mouse is clicked and
 dragged vertically -  means against the X - axis. with very same left mouse
 click.
 Do i have to create another osg::Quat variable for that or use the
 existing one ?


 I'm confused - you have the code, why don't you experiment? You can change
 the manipulator to do whatever you want.

 Hint: you can multiply whatever quaternion you have by another one that
 rotates around the X axis by the y mouse input value you get. That will give
 you a compound rotation which is the combination of both rotations.

 J-S
 --
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Re: [osg-users] OsgReadFile informations

2009-04-08 Thread Bob Youmans
Maybe it got optimized away?  I'm no guru, just a thought.

Thanks,
bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Hasler
Sent: Wednesday, April 08, 2009 9:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OsgReadFile informations

Hi,

Im working on an osg application which need to show some information about 
osgObject from the Node like name in an TreeView.

I start browsing the loaded model  with the Debuger to find the Information i 
need.

First i load via ReaderWriterDXF and dxf-file into ReadResult Object.
If i watch that result-object in the debuger i can easy find under - 
_ptr-MatrixTransform-Transform-Geode-_childrean
the first object and its name.

I write that result into an osgNode File, in which i can find my names as well.
(view in editor, osg file attached)
If i load that model with readNodeFile().
an browse the ref_ptr(osg::Node) node  object i cannot find nothing just one 
osg::Object no MatrixTransformation but the rendered result is the same !!

im working on that all day *cry* pleazz help me somebody how can i acces those 
information, where is the MatrixTransformation Object gone.


Thank you.

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Re: [osg-users] animating textures

2009-04-08 Thread Robert Osfield
Hi Julia,


On Wed, Apr 8, 2009 at 2:35 PM, Julia Guo mrvoltem...@gmail.com wrote:

 hi Robert,

 so if all textures are disabled initially is there any difference between
 textures 0 and 1? Because the exact same code works for texture 0 but not
 texture 1.
 I saw in the archives a snippet (
 http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3)
 where the texture coordinates were set manually like this:

 Code:
 geometry-setTexCoordArray(1, geometry-getTexCoordArray(0));


 I cant do this because my drawable does not inherit from osg::Geometry, but
 is something manual like this needed for non-zero textures?


You will need texture coordinates for all the texture unit you use.   You'll
either have to move to using a different technique or using osg::Geometry.

 Most likely the problems you are seeing are related to not setting up the
 scene graph appropriately

 What kind of settings can effect whether a texture is displayed?


Well not provide texture coordinates correctly is one such example.

Robert.
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Re: [osg-users] [vpb] How to study vpb?

2009-04-08 Thread Paul Martz
I'd suggest searching the osg-users list for keywords like osgdem
vpbcache and vpbmaster.

Bob Kuehne and I teach a 1-day course on build terrain DBs with VPB, and
also how to interact with those DBs in your OSG app. We currently don't have
a course scheduled, but will probably offer it again in September or so.
   -Paul


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[osg-users] Virtual reality development jobs

2009-04-08 Thread Simon Ambler
There are some OSG related job opportunities available with Red Dot 
Square Solutions, Milton Keynes, U.K.


Please see further details on the Wiki at

http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers#a3VirtualRealityDevelopmentRolesMiltonKeynesU.K. 



Best wishes,

Simon Ambler



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Re: [osg-users] Virtual reality development jobs

2009-04-08 Thread Robert Osfield
On Wed, Apr 8, 2009 at 3:51 PM, Simon Ambler li...@simonambler.f2s.comwrote:

 There are some OSG related job opportunities available with Red Dot Square
 Solutions, Milton Keynes, U.K.

 Please see further details on the Wiki at


 http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers#a3VirtualRealityDevelopmentRolesMiltonKeynesU.K.




I was curious so I followed the link, but right now it's inaccessible do to
the server being down for hardware changes... so all those curious hang on,
the site will be back up later.

Robert.
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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Art Tevs
Hi Robert, Sukender, Serge

@Robert, Sukender:
Actually Sukender meets also my expectations what I was thinking about the 
mini-conference. Giving courses does sounds also cool, but I am not sure if we 
will have people who are willing to give them.  As for us, specially for me, I 
do not have experience in giving commercial courses and I am not sure if my 
knowledge will cover with attendies' money and expectations ;) The one thing, I 
could show is maybe a Build your GPGPU solver with OpenSceneGraph.

Of course if we could come up with couple of small courses/lectures, why not. 
They could even be of commercial nature, but maybe Paul and Bob could provide 
us with more info about this.

I am also not sure if a university will be glad to have any commercial thing 
goes on on their campus. Even if you ask them, that you pay for the lecture 
hall, I do not think, that they would do this. However, I could try to find out 
which universities or other institues in Paris do have a graphics lab and could 
ask them to host our (mini)conference. 

As I wrote in the very first post, I hope that we do not have to justify the 
money we spent for that, because I hope on enough donations ;) I suppose I am 
very naive, however I hope that the costs wouldn't be that big if we could find 
a free hoster (uni or maybe tharsis again), so that we should be able to cover 
them with small amount of donations. 


@Serge
Yes it is not on the same place as before and slightly away from the center :( 
However there is a subway station in the near and maybe it isn't that bad. 
Serge, and what about all the hosting capabilities in your company? Do you have 
beamer, fast internet and a room with enough seats to host the 
meeting/conference there?


Cheers,
art

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Re: [osg-users] animating textures

2009-04-08 Thread Jean-Sébastien Guay

Hello Julia,


Code:
geometry-setTexCoordArray(1, geometry-getTexCoordArray(0)); 


I cant do this because my drawable does not inherit from osg::Geometry, but is 
something manual like this needed for non-zero textures?


Well, there you have it, you need texture coordinates for unit 1 if you 
want to get any predictable effect from setting a texture on unit 1.


Is your drawable a ShapeDrawable? Then you're pretty much out of luck, 
because these only set texture coordinates on unit 0 and don't give you 
access to their internals. I suggest you go into a modeling program, 
create (say) a sphere of diameter 1 (if what you want is a sphere, if 
not do the same for another type of object), export that and load it in 
your program instead of using ShapeDrawables. Then they will be 
instances of osg::Geometry (which you'll have to find with a visitor) 
and you'll be able to use the code above to copy texture coordinate 
arrays. If you use diameter of 1 you can then scale it with a 
MatrixTransform and get predictable results.


Hope this helps,

J-S
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Re: [osg-users] MatrixManipulator

2009-04-08 Thread Jean-Sébastien Guay

Hello Sajjad,


It did work now.


Good to hear.

J-S
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Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

I was successful in getting a floating point array uniform going for my
shader. At Paul's request, here's what I did...

In the shader setup code:

osg::FloatArray* altitude_array;
.
altitude_array = new osg::FloatArray(alt_num);
.
for (int i = 0; i  alt_num; i++)
(*altitude_array)[i] = a floating point value;
.
osg::Uniform* altitudes = new osg::Uniform();
altitudes-setName(altitudes);
altitudes-setType(osg::Uniform::FLOAT);
altitudes-setNumElements(alt_num);
altitudes-setArray(altitude_array);
.
State-addUniform(altitudes);
.

In the update callback:
.
.
// altitude_array entries update per frame...
State-getUniform(altitudes)-setArray(altitude_array);
.
.

Hope this helps...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Tuesday, April 07, 2009 7:35 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] array of floats to a shader?

I haven't used an array Uniform before either. In the past I've used a 1D
float texture. If you get this to work, let us know how it goes.

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 Jason Daly
Sent: Tuesday, April 07, 2009 12:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] array of floats to a shader?

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I believe I found something...osg::Uniform::setArray(osg::FloatArray
 *array)? Hopefully this is correct.

 I'm assuming there's something to specify the number of elements?
   

You can use setNumElements() and setElement().  I haven't used
setArray() before, but I assume that works as well.

--J


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Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Jean-Sébastien Guay

Hi Shayne,


I was successful in getting a floating point array uniform going for my
shader. At Paul's request, here's what I did...

In the shader setup code:

[...]

In the update callback:


And what about the shader itself? How do you access it from there? Is it 
as simple as


float altitudes[10];

? What about the array size? Do you pass another uniform for that?

J-S
--
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[osg-users] getBoundingBox(), strange behavior with large geodes

2009-04-08 Thread Peter
Hi all,

I have a little problem with getBoundingBox() method. I need to get center of 
my geode (256x256 vertices), but when I use getBoundingBox().center(), it 
returns wrong value of y position. For smaller geode (128x128 vertices) is 
everything ok. My geode is set of triangle strips. Is it problem of 
getBoundingBox() method or is it my fault?

Thanks,

Peter

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Re: [osg-users] getBoundingBox(), strange behavior with large geodes

2009-04-08 Thread Tomlinson, Gordon
Are you sure that the larger geode is perfectly symmetrical to the
smaller geode and that the center will be same as smaller geode ?

 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Sent: Wednesday, April 08, 2009 3:37 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] getBoundingBox(), strange behavior with large
geodes

Hi all,

I have a little problem with getBoundingBox() method. I need to get
center of my geode (256x256 vertices), but when I use
getBoundingBox().center(), it returns wrong value of y position. For
smaller geode (128x128 vertices) is everything ok. My geode is set of
triangle strips. Is it problem of getBoundingBox() method or is it my
fault?

Thanks,

Peter

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[osg-users] plugin to read .jpg files

2009-04-08 Thread tien dat
Dear all,
I have a problem with reading .jpg files with OpenSceneGraph (warning:
Could not find plugin to read objects from file X.jpg). I see a source
file in osgPlugin/jpeg but don't know how to use it. Could you tell me how
to compile these files.
Thanks,
Dat
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Re: [osg-users] plugin to read .jpg files

2009-04-08 Thread Tomlinson, Gordon
see 
 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
 
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien
dat
Sent: Wednesday, April 08, 2009 3:50 PM
To: Robert Osfield; OpenSceneGraph Users
Subject: [osg-users] plugin to read .jpg files


Dear all,
I have a problem with reading .jpg files with OpenSceneGraph (warning:
Could not find plugin to read objects from file X.jpg). I see a source
file in osgPlugin/jpeg but don't know how to use it. Could you tell me
how to compile these files.
Thanks,
Dat



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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-08 Thread Sukender
What is missing is a video conference software, something like a video 
equivalent of TeamSpeak. Any idea/clue/software to test?
Maybe clues among free (I hope!) software: Miranda+WebCam Video addon, skype, 
iChat (Apple only), camfrog. Anyone used one of these for video conference?

To sum up:
1. University = Free meeting + free lectures/courses (Donations may help us 
add beverages  such, but are not mandatory).
2. Somewhere else = Meeting, financed by paid courses or by donations.

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



Le Wed, 08 Apr 2009 18:59:43 +0200, Art Tevs arti_t...@yahoo.de a écrit:

 Hi Robert, Sukender, Serge

 @Robert, Sukender:
 Actually Sukender meets also my expectations what I was thinking about the 
 mini-conference. Giving courses does sounds also cool, but I am not sure if 
 we will have people who are willing to give them.  As for us, specially for 
 me, I do not have experience in giving commercial courses and I am not sure 
 if my knowledge will cover with attendies' money and expectations ;) The one 
 thing, I could show is maybe a Build your GPGPU solver with OpenSceneGraph.

 Of course if we could come up with couple of small courses/lectures, why not. 
 They could even be of commercial nature, but maybe Paul and Bob could provide 
 us with more info about this.

 I am also not sure if a university will be glad to have any commercial thing 
 goes on on their campus. Even if you ask them, that you pay for the lecture 
 hall, I do not think, that they would do this. However, I could try to find 
 out which universities or other institues in Paris do have a graphics lab and 
 could ask them to host our (mini)conference.

 As I wrote in the very first post, I hope that we do not have to justify the 
 money we spent for that, because I hope on enough donations ;) I suppose I am 
 very naive, however I hope that the costs wouldn't be that big if we could 
 find a free hoster (uni or maybe tharsis again), so that we should be able to 
 cover them with small amount of donations.


 @Serge
 Yes it is not on the same place as before and slightly away from the center 
 :( However there is a subway station in the near and maybe it isn't that bad. 
 Serge, and what about all the hosting capabilities in your company? Do you 
 have beamer, fast internet and a room with enough seats to host the 
 meeting/conference there?


 Cheers,
 art

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Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes, on the shader side, the float array is declared as

uniform float altitudes[10];

The array size itself is just passed in as another uniform int.

Thanks for bringing that up. I had forgotten to include the shader side of
things...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, April 08, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] array of floats to a shader?

Hi Shayne,

 I was successful in getting a floating point array uniform going for my
 shader. At Paul's request, here's what I did...
 
 In the shader setup code:
[...]
 In the update callback:

And what about the shader itself? How do you access it from there? Is it 
as simple as

float altitudes[10];

? What about the array size? Do you pass another uniform for that?

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Jason Daly

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

Yes, on the shader side, the float array is declared as

uniform float altitudes[10];

The array size itself is just passed in as another uniform int.

Thanks for bringing that up. I had forgotten to include the shader side of
things...:)
  


I've used uniform arrays to pass an array of matrices to do hardware 
vertex skinning.  Instead of the setArray() method, I just used 
setElement(index, matrix) for each matrix (you still need to call 
setNumElements() to set the size of the array on the CPU side).


In the shader, they're accessed like this:

uniform mat4 matrixList[36];

Here's the code that accesses them (weight and boneIndex are two extra 
vertex attributes):


   // Accumulate the vertex's influences by weighted sum into a
   // final matrix
   for (int i = 0; i  4; i++)
   {
  // Get this bone index
  bone = int(boneIndex[i]);

  // Get the bone's weighted matrix and add it to the final
  // matrix
  boneMatrix = matrixList[bone];
  finalMatrix += boneMatrix * weight[i];
   }


--J


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Re: [osg-users] array of floats to a shader?

2009-04-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Jason, 

Good info...thanks for sharing...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, April 08, 2009 3:15 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] array of floats to a shader?

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Yes, on the shader side, the float array is declared as

 uniform float altitudes[10];

 The array size itself is just passed in as another uniform int.

 Thanks for bringing that up. I had forgotten to include the shader side of
 things...:)
   

I've used uniform arrays to pass an array of matrices to do hardware 
vertex skinning.  Instead of the setArray() method, I just used 
setElement(index, matrix) for each matrix (you still need to call 
setNumElements() to set the size of the array on the CPU side).

In the shader, they're accessed like this:

uniform mat4 matrixList[36];

Here's the code that accesses them (weight and boneIndex are two extra 
vertex attributes):

// Accumulate the vertex's influences by weighted sum into a
// final matrix
for (int i = 0; i  4; i++)
{
   // Get this bone index
   bone = int(boneIndex[i]);

   // Get the bone's weighted matrix and add it to the final
   // matrix
   boneMatrix = matrixList[bone];
   finalMatrix += boneMatrix * weight[i];
}


--J


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Re: [osg-users] getBoundingBox(), strange behavior with large geodes

2009-04-08 Thread Peter
Every smaller geode has the same center, so I expected that the large geode 
should has this position too. But the geodes may not be 
perfectly symmetrical, so I think you are right. Thanks.

Peter


Tomlinson, Gordon wrote:
 Are you sure that the larger geode is perfectly symmetrical to the
 smaller geode and that the center will be same as smaller geode ?
 
 
 
 
 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __
 
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of Peter
 Sent: Wednesday, April 08, 2009 3:37 PM
 To: 
 Subject:  getBoundingBox(), strange behavior with large
 geodes
 
 Hi all,
 
 I have a little problem with getBoundingBox() method. I need to get
 center of my geode (256x256 vertices), but when I use
 getBoundingBox().center(), it returns wrong value of y position. For
 smaller geode (128x128 vertices) is everything ok. My geode is set of
 triangle strips. Is it problem of getBoundingBox() method or is it my
 fault?
 
 Thanks,
 
 Peter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=9935#9935
 
 
 
 
 
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[osg-users] DXF plugin bug

2009-04-08 Thread Reed McKenna
I don't know if this is the right place to give this input, but here goes
anyway:

 

I have an application based on OSG. A DXF file was read in using the
readNodeFile function. I noticed that the CIRCLEs in the DXF file had a
thickness associated with them that was not being shown in the imported
node. I reviewed the dxfCircle class and added a _thickness member variable.
Here is the modified class, below. There are probably other DXF ENTITIES
that have the optional thickness parameter, including at least ARC and LINE.
They will need the same thing done to them. I also noticed that, in our
system, the desired default for the inverted parameter passed to
scene::addTriangles and ::addQuads is true. I don't know if anyone else has
experienced it. I saw cylinders that are dark when viewed from the outside
and show the color when viewed from the inside.

 

class dxfCircle : public dxfBasicEntity

{

public:

dxfCircle() : _radius(0), _ocs(0,0,1), _thickness(0) {}

virtual ~dxfCircle() {}

virtual dxfBasicEntity* create() { return new dxfCircle; }

virtual const char* name() { return CIRCLE; }

virtual void assign(dxfFile* dxf, codeValue cv);

virtual void drawScene(scene* sc);

protected:

osg::Vec3d_center;

double_radius;

osg::Vec3d_ocs;

double_thickness;

};

 

dxfCircle::assign(dxfFile* dxf, codeValue cv)

{

double d = cv._double;

//unsigned short s = cv._short;

switch (cv._groupCode) {

case 10:

_center.x() = d;

break;

case 20:

_center.y() = d;

break;

case 30:

_center.z() = d;

break;

case 39:

_thickness = d;

break;

case 40:

_radius = d;

break;

case 210:

_ocs.x() = d;

break;

case 220:

_ocs.y() = d;

break;

case 230:

_ocs.z() = d;

break;

default:

dxfBasicEntity::assign(dxf, cv);

break;

}

}

 

void

dxfCircle::drawScene(scene* sc)

{

Matrixd m;

getOCSMatrix(_ocs, m);

sc-ocs(m);

std::vectorVec3d vlist;

std::vectorVec3d qlist;

int numsteps = 360/5; // baaarghf.

double angle_step = osg::DegreesToRadians((double)360.0 / (double)
numsteps);

double angle1 = 0.0f;

double angle2 = 0.0f;

Vec3d a = _center;

Vec3d b,c,d,e;

for (int r = 0; r  numsteps; r++) 

{

angle1 = angle2;

if (r == numsteps - 1)

angle2 = 0.0f;

else

angle2 += angle_step;

b = a + Vec3d(_radius * (double) sin(angle1), _radius * (double)
cos(angle1), 0);

c = a + Vec3d(_radius * (double) sin(angle2), _radius * (double)
cos(angle2), 0);

d = a + Vec3d(_radius * (double) sin(angle1), _radius * (double)
cos(angle1), _thickness);

e = a + Vec3d(_radius * (double) sin(angle2), _radius * (double)
cos(angle2), _thickness);

if(_thickness == 0)

{

//vlist.push_back(a);

vlist.push_back(b);

vlist.push_back(c);

}

else

{

qlist.push_back(b);

qlist.push_back(c);

qlist.push_back(e);

qlist.push_back(d);

}

}

if(_thickness == 0)

{

sc-addLineStrip(getLayer(), _color, vlist);

//sc-addTriangles(getLayer(), _color, vlist);

}

else

{

sc-addQuads(getLayer(), _color, qlist);

}

sc-ocs_clear();

}

 

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Re: [osg-users] plugin to read .jpg files

2009-04-08 Thread tien dat
Hi Gordon,
Thank you for your answer. I follow your link to download the setup program
and install it. But there is no further instruction how to do next. I try to
re-run my program but the error doesn't go away.
Could you please tell me what to do next.
Thanks a bunch,
Dat

On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon 
gtomlin...@overwatch.textron.com wrote:

  see

 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies



 *Gordon
 Product Manager 3d
 *__
 *Gordon Tomlinson
 **Email * : gtomlinson  @ overwatch.textron.com
 __


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *tien dat
 *Sent:* Wednesday, April 08, 2009 3:50 PM
 *To:* Robert Osfield; OpenSceneGraph Users
 *Subject:* [osg-users] plugin to read .jpg files

 Dear all,
 I have a problem with reading .jpg files with OpenSceneGraph (warning:
 Could not find plugin to read objects from file X.jpg). I see a source
 file in osgPlugin/jpeg but don't know how to use it. Could you tell me how
 to compile these files.
 Thanks,
 Dat



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-- 
-
Dat Tien Nguyen
PhD student, Computer Science Department
The University of Iowa, IA 52242
http://cs.uiowa.edu/~tinguyen
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Re: [osg-users] plugin to read .jpg files

2009-04-08 Thread Michael Bosse'
If you built your openscenegraph from source, you will need to install
the dependencies into the source tree, rerun cmake and set up the
library directories to point to the correct dependencies. Basically,
you need to build the plug-ins before you can use them.



On Wed, Apr 8, 2009 at 7:04 PM, tien dat tienda...@gmail.com wrote:
 Hi Gordon,
 Thank you for your answer. I follow your link to download the setup program
 and install it. But there is no further instruction how to do next. I try to
 re-run my program but the error doesn't go away.
 Could you please tell me what to do next.
 Thanks a bunch,
 Dat

 On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon
 gtomlin...@overwatch.textron.com wrote:

 see

 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies



 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson  @ overwatch.textron.com
 __


 
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat
 Sent: Wednesday, April 08, 2009 3:50 PM
 To: Robert Osfield; OpenSceneGraph Users
 Subject: [osg-users] plugin to read .jpg files

 Dear all,
 I have a problem with reading .jpg files with OpenSceneGraph (warning:
 Could not find plugin to read objects from file X.jpg). I see a source
 file in osgPlugin/jpeg but don't know how to use it. Could you tell me how
 to compile these files.
 Thanks,
 Dat



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




 --
 -
 Dat Tien Nguyen
 PhD student, Computer Science Department
 The University of Iowa, IA 52242
 http://cs.uiowa.edu/~tinguyen


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Re: [osg-users] plugin to read .jpg files

2009-04-08 Thread Ismail Pazarbasi
Hi Dat,

check whether osgdb_jpeg library is present in osg's bin or plugins
directory. If it is present, then ensure that it's accessible by your
application (as a matter of fact, by your operating system's dynamic
linker; good starting point could be copying osgdb_jpeg library into
your application's directory).

If osgdb_jpeg does not exist, you need to build it. What you have
installed could be GnuWin32 port of jpeg library, which is a
dependency of osgdb_jpeg, which is exactly what you need. As Michael
suggested; if you have built OpenSceneGraph from sources, you may need
to rerun CMake by setting JPEG library settings or you may try to
build (and even create) osgdb_jpeg project individually.

I haven't tried with jpeg module but I have built freetype myself on a
Windows. Due to include directory confusion, I left freetype settings
blank when I ran CMake first time. I have added (or may be I have
created) osgdb_freetype project manually, added source and adjusted
settings. You may try to build this library separately, if you want to
save some (!) time, instead of building whole osg. Follow guidelines
about paths on osg web site.

See path settings on top of this page:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples

Ismail

On Thu, Apr 9, 2009 at 1:04 AM, tien dat tienda...@gmail.com wrote:
 Hi Gordon,
 Thank you for your answer. I follow your link to download the setup program
 and install it. But there is no further instruction how to do next. I try to
 re-run my program but the error doesn't go away.
 Could you please tell me what to do next.
 Thanks a bunch,
 Dat

 On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon
 gtomlin...@overwatch.textron.com wrote:

 see

 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies



 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson  @ overwatch.textron.com
 __


 
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat
 Sent: Wednesday, April 08, 2009 3:50 PM
 To: Robert Osfield; OpenSceneGraph Users
 Subject: [osg-users] plugin to read .jpg files

 Dear all,
 I have a problem with reading .jpg files with OpenSceneGraph (warning:
 Could not find plugin to read objects from file X.jpg). I see a source
 file in osgPlugin/jpeg but don't know how to use it. Could you tell me how
 to compile these files.
 Thanks,
 Dat



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 Dat Tien Nguyen
 PhD student, Computer Science Department
 The University of Iowa, IA 52242
 http://cs.uiowa.edu/~tinguyen


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Re: [osg-users] animating textures

2009-04-08 Thread Julia Guo

 Is your drawable a ShapeDrawable? Then you're pretty much out of luck,
 because these only set texture coordinates on unit 0 and don't give you
 access to their internals.


thanks Skylark! - that would explain the different results Im getting for unit 
0 and 1 with a ShapeDrawable. 
Ive now changed to a model derived from osg::Geometry and the texture animation 
is working fine.


Those ShapeDrawable classes seem limiting ... is there a goal to derive them 
from osg::Geometry rather than the current raw OpenGL calls?

Julia

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[osg-users] Desirable OpenGL knowledge

2009-04-08 Thread Julia Guo
hi all,

Ive had a few struggles with OSG recently (lighting, textures, transparency, 
...) due in part to my lack of understanding about the OpenGL base.

I have a few days over Easter I want to devote to getting on top of OpenGL, 
with the specific aim of debugging this effect 
(http://forum.openscenegraph.org/viewtopic.php?p=9259).
How do you recommend I go about this, keeping in mind that I dont plan to 
develop with raw OpenGL? Im particularly interested in how the OpenGL states 
and modes effect the rendering in OSG.
So, the Red Book 
(http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321481003)?
 The SuperBible 
(http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828)?
 The online documentation (http://www.opengl.org/documentation/)?


I would really appreciate any advices before diving in,
Julia

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Re: [osg-users] Desirable OpenGL knowledge

2009-04-08 Thread Steven Saunderson

jguo wrote:
 How do you recommend I go about this, keeping in mind that I dont plan to 
 develop with raw OpenGL? Im particularly interested in how the OpenGL states 
 and modes effect the rendering in OSG.
 So, the Red Book 
 (http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321481003)?
  The SuperBible 
 (http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828)?
  The online documentation (http://www.opengl.org/documentation/)?

I bought the SuperBible which has been good for me.  Same as you I wanted to 
learn OpenGL so I could understand OSG rather than write OpenGL directly.  The 
OSG Quick Start Guide is great and I still pick up something new each time I 
reread it.  I've never done graphics programming before so it's all new 
territory to me.

Cheers,


-- Steven Saunderson

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Re: [osg-users] vpbmaster vs osgdem

2009-04-08 Thread Gert van Maren

Hi Robert,

Try build this task on a different OS, there is a chance that it will  
either just work, or if it fails it will provide more clues as to what  
might be wrong.


Done that

- Installed Ubuntu 8.10

- ran your script to install latest OSG:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg21880.html

- installed latest VPBmaster

Result:
OSG runs fine. All examples run fine including

osgprerender cow.osg --pbuffer.

But:

osgdem and vpbmaster give me: segmentation fault

I did read the [osg-users] 'osgdem segmentation fault' thread but this  
doesn't appear to be a GLX/OpenGL driver bug. Using the 180 Nvidia  
drivers


Gert




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Email: g...@k2vi.com
Web: http://www.k2vi.com


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