Re: [osg-users] OpenSceneGraph-2.8.1 release candidate one tagged
Hi Hartmut, I'm not sure what to make of the what you are seeing. I don't know what env vars you've set, or installation order. Have you tried a similar workflow out on any other platforms? Robert. On Mon, Apr 13, 2009 at 1:27 AM, Hartmut Seichter li...@technotecture.comwrote: Hi there, on OSX (10.5.x in my case) all builds fine, osgviewer works fine as well. Used CMake + Makefiles One strange behaviour - only installed (as in use make install) executables can resolve the plugins correctly or lets say they use the plugins. If I start for instance osgcubemap from the build path it bails out: Hartmuts-Mac:OpenSceneGraph-Data seichter$ ../OpenSceneGraph/build/bin/osgcubemap GraphicsContext::setWindowingSystemInterface() 0xf0aae00x706058 CullSettings::readEnvironmentalVariables() DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='/usr/local/lib' FindFileInPath() : trying /usr/local/lib/osgPlugins-2.8.1/osgdb_osg.so ... FindFileInPath() : USING /usr/local/lib/osgPlugins-2.8.1/osgdb_osg.so CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Opened DynamicLibrary osgPlugins-2.8.1/osgdb_osg.so Warning: Could not find plugin to read objects from file cessna.osg. Please specify a model filename on the command line. Additionally OSG_FILE_PATH is set and the command above commenced in the root of the data path. Same can be seen for any all other examples (i.e. osganimate only shows the checker board but not the glider+cessna). If I start from /usr/local/share/OpenSceneGraph/bin everything works as expected. I didn't see this behaviour in 2.6.x Cheers, Hartmut On 11/4/09 9:44 AM, Robert Osfield wrote: Hi All, I have just tagged the OpenSceneGraph-2.8.1-rc1, which is a bug/build fix release of OpenSceneGraph-2.8.0 that remains binary compatible with 2.8.0. I've put up a quick attempt and news item for it: http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.1 You can download the source tarball from the OSG download page: http://www.openscenegraph.org/projects/osg/wiki/Downloads Updates between 2.8.1 and 2.8.0 releases include: - Build fixes under FreeBSD and IBM AIX - Crash fixes in osg::State and osg::Geometry - Bug fixes to : - draw instanced support - Optimizer - MergeGeometryVisitor, RemoveLoadedProxyNodesVisitor and SpatializeGroupsVistor - hdr image loader - handling of opacity maps in 3ds loader - dxf loader - frame buffer object - cursor/event handling in windows - windows threading - memory leak in Collada loader - fixes to display lists/vbo creation that prevent crash under ATI drivers - osgconv --formats under OSX I'd appreciate build and runtime testing, fingers crossed everything will go smoothly and we can then get to the task of updating the binaries. Thanks in advance for your help on testing. Cheers, Robert. -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] forcing osgDB routines to search inside .osga
Hi, I am trying to add .osga archive file to database paths so each osgDB::readX call search inside archive file too: Code: osgDB::ReaderWriter::Options * pOpt = new osgDB::ReaderWriter::Options; ... pOpt-setDatabasePath(data.osga); osgDB::Registry::instance()-setOptions(pOpt); but unfortunately osgDB::findFileInPath does not take .osga files into account. Is there any other way to force osgDB rutines search inside .osga archives ? Thanks in advance Marcin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10156#10156 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it possible to redrirct all readimage call to a customed method
Hi Roger, The osgDB::Registry::ReadFileCallback can be used to intercept all readImage or readNode calls. Have a search through the archives for disucssion about it. Robert. On Mon, Apr 13, 2009 at 11:27 AM, Roger edl7...@hotmail.com wrote: Hi, I am a developer of OSG.And I am trying to simulate a stand of a forest. My tree model is created in MultiGen Creator. Since there will be many many trees in a stand (about 6trees or so),and each trees has it own height\under branch height\canopy diameter etc,I develped a method to transform the loaded tree model to given parameter restricted model. This transformation can't be acomplishied just using transform node, so I just change the vertex of each goede.This means that Except the vertex of each target model are different, while the texture are the same. Now the problem is that I would have to read the origin model many many times,and transform it to target model. And in memory there are many many textures are the same. Is it possible to redrirct all readimage call to a customed method, which I could apply sigleton pattern and assure the same image file only read once in a application instance? Since flt file are readed with plugin, so I just don't know how to realize it in a nice and neat way. I will be very appreciated if you can give me some clue. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10155#10155 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ray tracing using OSG
Nice animation 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 Charles Cossé Sent: Sunday, April 12, 2009 8:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ray tracing using OSG Sent you some stuff directly ... let me know if you don't receive it. Here's a link to animation produced by my OSG raytracing efforts with smoke: http://www.asymptopia.org/gif/3D_SMOKE.gif Good luck, Charles On Sun, Apr 12, 2009 at 4:15 PM, ami guru dosto.wa...@gmail.com wrote: Hello Charles, It would be nice if you can provide me the links of reference that you have preserved about ray tracing or anything related to that field that will help to get started. I have going through the ground up Scanline conversion and then the usual Ray Tracing Want to do that using the GPU and the OSG framework. Any of your suggestion would be a great help i believe Thanks Sajjad On Sat, Apr 11, 2009 at 10:53 PM, ami guru dosto.wa...@gmail.com wrote: Hello Adrian I am afraid that i will be getting into off-topic now, so you can mail me at dosto.wa...@gmail.com I tried as follows: cmake -i . and got the following error: *** saj...@sajjad:~/downloads/RayTracer/RayTracer$ cmake -i . Would you like to see advanced options? [No]:y Please wait while cmake processes CMakeLists.txt files CMake Error: The source directory /Users/PWD/dev/RayTracer does not exist. Specify --help for usage, or press the help button on the CMake GUI. *' I am not that into Cmake that is why most of the error output is not making much sense to me. Tried with my Own Make file but get error for the ply reader Sajjad On Sat, Apr 11, 2009 at 8:19 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: cmake -i . make ./RayTracer [model.osg] default model plane and cow.osg 2009/4/11 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com cmake -i . make ./RayTracer [model.osg] default model plane and cow.osg 2009/4/11 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Well i don't know, i just build my raytracer this morning on mac os/x with osg trunk. (svn ) i will send the code and cmake file /adrian 2009/4/11 ami guru dosto.wa...@gmail.com Thanks For the code skeleton, that will pave a way to get started i believe. Now i am going through the following issues: Just updated the installation from the trunk to 2.9.3. i executed the make file to compile the code that you have sent and the following error showed up: ** g++ -c kdTree.cpp g++ -c main.cpp g++ -c plymeshreader.cpp g++ -c sphereunitvecpool.cpp g++ -c TriangleNodeVisitor.cpp TriangleNodeVisitor.cpp: In member function 'void TriangleNodeVisitor::processGeometry(osg::Geometry*)': TriangleNodeVisitor.cpp:294: error: cannot declare variable 'pif' to be of abstract type 'PrimitiveIndexWriter' TriangleNodeVisitor.cpp:79: note: because the following virtual functions are pure within 'PrimitiveIndexWriter': /usr/local/include/osg/PrimitiveSet:134: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec2d*) /usr/local/include/osg/PrimitiveSet:135: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec3d*) /usr/local/include/osg/PrimitiveSet:136: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec4d*) make: *** [TriangleNodeVisitor.o] Error 1 ** I checked the code but i have not found any function with pure virtual as the message above said. Any hint to get around that issue? Regards Sajjad On Sat, Apr 11, 2009 at 7:54 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: :-) Once you have some questions, i could answer them, the code is fast but not very fast :-) have also a look at ompf.org and search for arauna / bikker /adrian 2009/4/11 Charles Cossé cco...@gmail.com Hi Sajjad, Attached I have tgz'd-up a file posted earlier (by Adrian Egli?) with his first cut at raytracing using a kd tree. I saved all the links to the various posts/threads on this subject, also, which can share with you if interested. Charles On Fri, Apr 10, 2009 at 10:16 PM, ami guru dosto.wa...@gmail.com wrote: Hello Forum, I was wondering if there is anyone have done ray tracing using OSG. So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. What do you think Jean?
Re: [osg-users] minGW win32 3rdParty binaries
Thanks a million boooch, but when I tried to download binaries' zip from rapitshare, it raises me this error: This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times. This limit is reached. To download this file, the uploader either needs to transfer this file into his/her Collector's Account, or upload the file again. The file can later be moved to a Collector's Account. The uploader just needs to click the delete link of the file to get further information. I think it would be good if you upload it again, only if it isn't a problem for you of course. cheers SirErnest -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10158#10158 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to attach DEM/Texure/OSG Model to an earthmodel created by VPB?
Hi, Robert, Thanks for your advise, it works now! Minhong 2009-04-13 发件人: Robert Osfield 发送时间: 2009-04-07 22:37:47 收件人: OpenSceneGraph Users 抄送: 主题: Re: [osg-users] How to attach DEM/Texure/OSG Model to an earthmodel created by VPB? HI Minghong, 2009/4/7 minghongxie minghong...@163.com Hi Robert, Thanks for your suggestion, but maybe I misleaded you to the wrong way. Please let me re-organize my problems again. I have built the earth model ( earth.osga ), the region model ( e.g. Beijing.osga, which created by osgdem with img file and dem file), and the object models (e.g. car.osg, plane.osg, ...). I want to load the three kinds of models in one viewer, and locate the Beijing.osga and car.osg, plane.osg, etc. in specifically position of the earth model (earth.osga) with Lon/Lat/Height coordinate. How can I do it? Positioning objects into the scene would simply be done with an osg::MatrixTransform or an osg::PositionAtttitudeTransform, it's just then a case of mapping the lat's and longs to the ECEF coords that the world model will be in. The osg::ElliposoidModel, attached to the CoordianteSystemNode decorating the earth model, has methods for going from lat/long,height to XYZ, and also can provide the local normals. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [DatabasePager] Thread crash
Hi all, we have an application running with osg 2.4, now we are moving into 2.8 but i have a problem with DatabasePager. It seems first time it goes across run() method thread crashes in line: DataToCompile dtc = databaseRequest-_dataToCompileMap[*itr]; Debugging the code, i can see _dataToCompileMap is empty, so it crash when trying to access position pointed by itr. If i modify DatabasePager so it test _dataToCompileMap.size() 0 then it doesn't crash anymore and pager works as expected. Is this a bug (i doubt) or there is something i'm missing working with DatabasePager (probably)? Thanks, Carlos. No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 8.0.238 / Virus Database: 270.11.54/2056 - Release Date: 04/13/09 05:51:00 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] forcing osgDB routines to search inside .osga
problem solved, I just noticed there is possibility to work this around using osgDB::Registry::ReadFileCallback Marcin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10163#10163 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DBPager continuously reloading tiles
I tried the settings you suggested Jason, but I still get the same behavior. -Evan On Fri, Apr 10, 2009 at 5:57 PM, Jason Beverage jasonbever...@gmail.comwrote: Hi Evan, What happens if you set the expiry frame to something like 10 and the expiry time to DBL_MAX? I haven't tried running the DatabasePager without non-continuous rendering, so I'm not sure how well it works. Jason On Fri, Apr 10, 2009 at 5:20 PM, Evan Andersen andersen.e...@gmail.comwrote: Thanks for your response Robert. I just tried setting the expiry delay of the database pager to 10, 100, and 1000, but still have the same problem. I also tried increasing the expiry frames count to 60, but that didn't help either. -Evan On Fri, Apr 10, 2009 at 2:33 PM, Robert Osfield robert.osfi...@gmail.com wrote: On Fri, Apr 10, 2009 at 6:43 PM, Evan Andersen andersen.e...@gmail.comwrote: Sorry, I forgot to mention that. I'm using version 2.9.2 from the trunk. Thanks for the clarification. Changes in DatabasePager in 2.8 onwards should make it easier to do what you are doing. The DatabasePager and PagedLOD were still designed around continuous rendering though so you are running a bit off usual usage model so might need to tweak a few things. My guess is that the PageLOD are expiring their children as they haven't been traversed for a given amount of time. You can adjust the expiry delay via the DatabaePager API so have a browse. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOG: applying both kinds at the same time. How?
Thxs guys! I never knew that the Linear Exponential fog were mutually exclusive. [Idea] But that explains why when I attempt to have both types of fog w/in the same state only the last fog type enabled is used. I was thinking about applying the fog types to 2 different matrices and putting those matrices, one after the other, into the scene but this info saves me some time effort. Thx Shayne! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10165#10165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem of points showing
Hi, everybody, I met a problem when I want to show huge amount of points, as you can see the code below, if my NumPart is 100, no problem, it shows points properly. But if the NumPart is 200, then it shows a lot of lines. If NumPart is even bigger, the program complained like this:Microsoft C++ exception: std::bad_alloc at memory location 0x0030e898. I don't know that's because the dataset is too big or not? because while it shows not so many points, everything goes well. By the way, the data in P array are all right. osg::Geode *makeGalaxy() { osg::Geode *geode = new osg::Geode(); osg::Geometry *geometry= new osg::Geometry(); osg::Vec3Array *vertices = new osg::Vec3Array(); osg::Vec4Array *colors = new osg::Vec4Array(); osg::Vec4 ini(1,0.1,0.55,1); osg::Vec4 fin(0,1,0,1); for (int i = 1; i = NumPart; i++) { vertices-push_back(osg::Vec3(P[i].Pos[0],P[i].Pos[1],P[i].Pos[2])); colors-push_back(ini+(fin-ini)*(i*1/NumPart)); } geometry-setVertexArray(vertices); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, NumPart)); geode-addDrawable(galaxy); return geode; } ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10166#10166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Working without PATH variables
Paul Martz wrote: Hm. Okay, Gordon and I are both wrong :-) On a related topic. I've been wondering if doing a private side-by-side assembly (making OSG and other libs an explicit dependency and embedding them into the app's manifest) would be a viable way to handle this. Has anyone tried (or been successful in) doing that yet? If no one knows what I'm talking about, here's an MSDN link that describes them: http://msdn.microsoft.com/en-us/library/aa374029(VS.85).aspx --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOG: applying both kinds at the same time. How?
Glad to help. The OpenGL drivers underneath OSG support different fog functions but only one can be selected at a time. If you need a different fog effect other than the canned fog functions in OpenGL, you can always write a shader...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Allen Saucier Sent: Monday, April 13, 2009 9:17 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] FOG: applying both kinds at the same time. How? Thxs guys! I never knew that the Linear Exponential fog were mutually exclusive. [Idea] But that explains why when I attempt to have both types of fog w/in the same state only the last fog type enabled is used. I was thinking about applying the fog types to 2 different matrices and putting those matrices, one after the other, into the scene but this info saves me some time effort. Thx Shayne! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10165#10165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] updating a group/camera in realtime? (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE So I have created a class that extends osg::Group. The children of the Group and other cameras and a few geodes. I'm trying to create a HUD. So I can attach my HUD to my scene. I can attach call back to my hud. The HUD is getting triggered. I put some osg::notifys in my callback. Well my HUD has some elements I want to change as the scene changes. heading, orientation. The HUD has variables that control how it appears on the screen. Anyway in my callback I am changing one of these parameters, heading. In the call back I seem to be changing one of these parameters but the HUD is not changes. But my HUD is not being updated. I can't seem to figure out why. Is there something I need to do in my callback to get the children of my HUD to update? Danny Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of points showing
Hi Lingyun Yu -- You don't have a variable named 'galaxy' defined, so the addDrawable(galaxy) is suspicious. I'd so a resize on the vertex and color arrays, rather than a push_back, for efficiency reasons. I don't think numParts100 should cause any problems. OpenGL doesn not place an upper limit on the number of primitives you can render with a single glDrawArrays call. I don't really see anything that would cause a crash so I guess you should use a debugger and look at the call stack, like you would any other crash. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 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 mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sent: Monday, April 13, 2009 9:27 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem of points showing Hi, everybody, I met a problem when I want to show huge amount of points, as you can see the code below, if my NumPart is 100, no problem, it shows points properly. But if the NumPart is 200, then it shows a lot of lines. If NumPart is even bigger, the program complained like this:Microsoft C++ exception: std::bad_alloc at memory location 0x0030e898. I don't know that's because the dataset is too big or not? because while it shows not so many points, everything goes well. By the way, the data in P array are all right. osg::Geode *makeGalaxy() { osg::Geode *geode = new osg::Geode(); osg::Geometry *geometry= new osg::Geometry(); osg::Vec3Array *vertices = new osg::Vec3Array(); osg::Vec4Array *colors = new osg::Vec4Array(); osg::Vec4 ini(1,0.1,0.55,1); osg::Vec4 fin(0,1,0,1); for (int i = 1; i = NumPart; i++) { vertices-push_back(osg::Vec3(P[i].Pos[0],P[i].Pos[1],P[i].Pos[2])); colors-push_back(ini+(fin-ini)*(i*1/NumPart)); } geometry-setVertexArray(vertices); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, NumPart)); geode-addDrawable(galaxy); return geode; } ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10166#10166 http://forum. openscenegraph.org/viewtopic.php?p=10166#10166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Initial cut at CMake support + branch of osgEphemeris
Hi Robert Just a small heads up that the SimCore project which is an addon/extension of Delta3d is using osgEphemeris, they are building using Cmake, so their might be a hint to get from that one. http://delta3d-extras.svn.sourceforge.net/svnroot/delta3d-extras/SimulationCore/trunk/ext Brgs. Ralf Stokholm 2009/4/10 Robert Osfield robert.osfi...@gmail.com: Hi All, I'm off doing training next week and one of the topics may well be touch upon is osgEphemeris so I've pulled down the CVS from Don's AndesEnginnering website and had a bash at getting it, and it's dependency of Producer compiling. I struggled to get things working so ended up having a bash at porting osgEphemeris to using CMake and against the latest OSG rev. To get the build working I've drawn the CMake files from VPB, OSG and osgEarth, it's a bit of hack... but it's almost working. So far the osgEphemeris library itself is compiling and linking, and the plugin is compiling, but the paths are failing. So... I was wondering if some helpful soul might be able to spot my CMake script error(s). I've put up by branch of osgEphemeris on the openscenegraph.org subversion repository, you can grab it from: svn co http://www.openscenegraph.org/svn/osgEphemeris/trunk osgEphemeris Then to compile it's the usual OSG/Cmake routine, and under unices it looks like: ./configure make Which goes pretty sweetly till it tries to link the plugin. These are the errors I get: [ 86%] Building CXX object src/osgEphemeris/CMakeFiles/osgEphemeris.dir/StarField.o [ 93%] Building CXX object src/osgEphemeris/CMakeFiles/osgEphemeris.dir/sun_image.o Linking CXX shared library ../../lib/libosgEphemeris.so [ 93%] Built target osgEphemeris Scanning dependencies of target osgdb_osgephemeris [100%] Building CXX object src/osgPlugins/osgEphemeris/CMakeFiles/osgdb_osgephemeris.dir/IO_EphemerisModel.o Linking CXX shared module /osgPlugins-2.9.2/osgdb_osgephemeris.so /usr/bin/ld: cannot open output file /osgPlugins-2.9.2/osgdb_osgephemeris.so: No such file or directory collect2: ld returned 1 exit status make[2]: *** [/osgPlugins-2.9.2/osgdb_osgephemeris.so] Error 1 make[1]: *** [src/osgPlugins/osgEphemeris/CMakeFiles/osgdb_osgephemeris.dir/all] Error 2 The error seems to be in the path to what should osgEmpheris/lib/osgPlugins-2.9.2, but instead it's just got the path /osgPlugins-2.9.2/osgdb_osgephemeris.so. While I've tried to honour how the OSG does thing w.r.t plugins something is obviously wrong.. Hopefully what is wrong might ring a bell to the OSG/Cmake guru's. I haven't yet put together an osgViewer based example but this should be pretty straight forward. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MINGW OSG Binaries (3rd party included)
Hi All, You can download compiled binaries , includind 3rd party binaries for mingw here: http://file.qip.ru/file/83609654/d5733545/OsgFreetypeZlibPngJpgBinaries.html Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10172#10172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOG: applying both kinds at the same time. How?
Write my own shader??? ha, ha,ha, ha ... that's a good one. What's a shader? [Embarassed] really, I've NO idea how to write one so the canned versions, I'll make do with. Thx... Tueller, Shayne R Civ... wrote: Glad to help. The OpenGL drivers underneath OSG support different fog functions but only one can be selected at a time. If you need a different fog effect other than the canned fog functions in OpenGL, you can always write a shader...:) -Shayne -Original Message- From: [mailto:] On Behalf Of Allen Saucier Sent: Monday, April 13, 2009 9:17 AM To: Subject: Re: FOG: applying both kinds at the same time. How? Thxs guys! I never knew that the Linear Exponential fog were mutually exclusive. [Idea] But that explains why when I attempt to have both types of fog w/in the same state only the last fog type enabled is used. I was thinking about applying the fog types to 2 different matrices and putting those matrices, one after the other, into the scene but this info saves me some time effort. Thx Shayne! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10165#10165 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10173#10173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOG: applying both kinds at the same time. How?
Take a look at the osgshaders example in the OSG code to see how to manage shaders at that level. For actual shader development, there are lots of good books out there plus resources and tutorials on line that can get you started. Along with this, I like the orange book OpenGL Shading Language by Randi Rost. Beware though...once you start writing your own shaders, you'll be hooked...:) Good luck... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Allen Saucier Sent: Monday, April 13, 2009 2:03 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] FOG: applying both kinds at the same time. How? Write my own shader??? ha, ha,ha, ha ... that's a good one. What's a shader? [Embarassed] really, I've NO idea how to write one so the canned versions, I'll make do with. Thx... Tueller, Shayne R Civ... wrote: Glad to help. The OpenGL drivers underneath OSG support different fog functions but only one can be selected at a time. If you need a different fog effect other than the canned fog functions in OpenGL, you can always write a shader...:) -Shayne -Original Message- From: [mailto:] On Behalf Of Allen Saucier Sent: Monday, April 13, 2009 9:17 AM To: Subject: Re: FOG: applying both kinds at the same time. How? Thxs guys! I never knew that the Linear Exponential fog were mutually exclusive. [Idea] But that explains why when I attempt to have both types of fog w/in the same state only the last fog type enabled is used. I was thinking about applying the fog types to 2 different matrices and putting those matrices, one after the other, into the scene but this info saves me some time effort. Thx Shayne! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10165#10165 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10173#10173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to disable the cursor
Hi all, I'm writing my own viewer class inherited from osgViewer class. It works fine except that the cursor doesn't disappear (it does display full screen, that's great). Could any of you tell me how to simply make the cursor disappear? Thank you very much, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Win64 configurations...
Hi, I have generated the 2.8.0 VS2005 Windows projects and .sln using CMake 2.6. Worked great and I have a set of buildable Win32 projects. Is there some way to get Win64 'configurations' in the generated projects without having to do it manually and painfully? I was expecting some switch in CMake perhaps? Am I just missing something obvious here? Thanks Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10175#10175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem gui 0.3 dev
Hi Robert and Zhangyong, I will try to translate to English. But I'm not familiar to Zhang yong's work, too. :) * osgdemgui v0.3 is released today. It is just a GUI written with Qt at present, but will also focus on TIN generation, tile skirt processing and so on in a short future. It works with OSG 2.8 and VPB (SVN 20090225). (It's NOT open source at this time I think...) Functionalities includes: displaying DEM and DOM meta data, fixing overlap areas, tile and image pyramids, visual generation and so on. Details on http://www.vrchina.net/vr/viewthread.php?tid=9451 Download address: http://m112.mail.qq.com/cgi-bin/loginpage user:ieysx password:123456 (But it's not a good way I think. The link is not for public uses) * That's all. Hope Zhang yong's project be more powerful and ... OPEN SOURCE!! :D BTW: Do you think we should have a better simplifier in future? The current osgUtil::Simplifier seems to be a little slower while working in vpb::createPolygonal(). And I 've found some faster algorithms like QSlim ( http://mgarland.org/software/qslim.html) which may be helpful for us. Wang Rui 2009/4/12 Robert Osfield robert.osfi...@gmail.com Hi Zhangyong, Interesting development. Would it be possible to explain in English about the project as I'm afraid I not speak Chinese. Is it open sourced? What GUI toolkit have you used? Does it support osgdem + vpbmaster functionality? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Win64 configurations...
On Mon, Apr 13, 2009 at 6:09 PM, Andrew andr...@mac.com wrote: Hi, I have generated the 2.8.0 VS2005 Windows projects and .sln using CMake 2.6. Worked great and I have a set of buildable Win32 projects. Is there some way to get Win64 'configurations' in the generated projects without having to do it manually and painfully? I was expecting some switch in CMake perhaps? Am I just missing something obvious here? When you run cmake-gui or CMakeSetup when initially configuring your build directory there should be an option for Visual Studio 8 2005 Win64 and Visual Studio 9 2008 Win64. If you are not using an out-of-source build directory (which is generally a good idea) you will need to clear the CMake cache. There is a menu option for this or delete CMakeCache.txt. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Win64 configurations...
thanks, Now I remember So that means it is either/or? That, is you can have a Win32 set of projects or a Win64 set of projects. In an ideal world the 64-bit builds would just be a configuration. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10180#10180 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Win64 configurations...
On Mon, Apr 13, 2009 at 10:11 PM, Andrew andr...@mac.com wrote: thanks, Now I remember So that means it is either/or? That, is you can have a Win32 set of projects or a Win64 set of projects. In an ideal world the 64-bit builds would just be a configuration. Yes, it's either/or. The big problem is that find_library() and other commands in CMake were designed to find one thing or do one thing. With something like a simultaneous 32/64-bit build you would need two libraries for every find_library() call, for example. Also you would have to decide what to do with compilation tests done during CMake configure time (do you compile them once or twice, for which compiler mode do you pick, etc.). There is also how to handle the case of one of your dependencies not having a 64-bit library available. Given the way CMake is written this would be impossible to do without running the script twice. find_library(FOO_LIBRARY foo) if(FOO_LIBRARY) add_executable(foo_example foo_example.cc) endif() Since you're going to run it twice anyways you might as well let the developer do it (is the CMake approach). I regularly create several build trees / configurations per source tree. MinGW, MSVC8, MSVC9, Linux GCC Debug, Linux GCC Release... You get used to it. :) -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [DatabasePager] Thread crash
Hi Carlos, I've just reviewed the code and this is definitely a bug, I presume others haven't come across it before because you viewer usage model must be a little different. A proper fix would probably be to pass to _dataToCompileMap to the FindCompileableGLObjectsVisitor. I'm away on trip this week so can't tackle the bug fix, when I get back please remind me if I don't get to it right away. Robert. 2009/4/13 Carlos M. Gutiérrez Ceñal cgutier...@signalsoftware.es Hi all, we have an application running with osg 2.4, now we are moving into 2.8 but i have a problem with DatabasePager. It seems first time it goes across run() method thread crashes in line: DataToCompile dtc = databaseRequest-_dataToCompileMap[*itr]; Debugging the code, i can see _dataToCompileMap is empty, so it crash when trying to access position pointed by itr. If i modify DatabasePager so it test _dataToCompileMap.size() 0 then it doesn't crash anymore and pager works as expected. Is this a bug (i doubt) or there is something i'm missing working with DatabasePager (probably)? Thanks, Carlos. No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 8.0.238 / Virus Database: 270.11.54/2056 - Release Date: 04/13/09 05:51:00 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Initial cut at CMake support + branch of osgEphemeris
On Mon, Apr 13, 2009 at 8:52 PM, Ralf Stokholm alfma...@arenalogic.comwrote: Hi Robert Just a small heads up that the SimCore project which is an addon/extension of Delta3d is using osgEphemeris, they are building using Cmake, so their might be a hint to get from that one. http://delta3d-extras.svn.sourceforge.net/svnroot/delta3d-extras/SimulationCore/trunk/ext Thanks for the link, looking at the various directories suggests that only the lib has cmake support, the plugin doesn't so it's any help. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to disable the cursor
On the graphics window do gw-setCursor(false); See osgcatch or osgstereimage for example usage. On Mon, Apr 13, 2009 at 11:08 PM, tien dat tienda...@gmail.com wrote: Hi all, I'm writing my own viewer class inherited from osgViewer class. It works fine except that the cursor doesn't disappear (it does display full screen, that's great). Could any of you tell me how to simply make the cursor disappear? Thank you very much, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org