Re: [osg-users] OpenSceneGraph-2.8.1 release candidate one tagged

2009-04-13 Thread Robert Osfield
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.

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[osg-users] forcing osgDB routines to search inside .osga

2009-04-13 Thread Marcin Hajder
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

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Re: [osg-users] Is it possible to redrirct all readimage call to a customed method

2009-04-13 Thread Robert Osfield
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.

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Re: [osg-users] ray tracing using OSG

2009-04-13 Thread Tomlinson, Gordon
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

2009-04-13 Thread Ernesto
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

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Re: [osg-users] How to attach DEM/Texure/OSG Model to an earthmodel created by VPB?

2009-04-13 Thread 谢明鸿
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.
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[osg-users] [DatabasePager] Thread crash

2009-04-13 Thread Carlos M . Gutiérrez Ceñal

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.


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Re: [osg-users] forcing osgDB routines to search inside .osga

2009-04-13 Thread Marcin Hajder
problem solved, I just noticed there is possibility to work this around using 
osgDB::Registry::ReadFileCallback

Marcin

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Re: [osg-users] DBPager continuously reloading tiles

2009-04-13 Thread Evan Andersen
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.






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Re: [osg-users] FOG: applying both kinds at the same time. How?

2009-04-13 Thread Allen Saucier
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!  :)

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[osg-users] Problem of points showing

2009-04-13 Thread Lingyun Yu
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.

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Re: [osg-users] Working without PATH variables

2009-04-13 Thread Jason Daly

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


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Re: [osg-users] FOG: applying both kinds at the same time. How?

2009-04-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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!  :)

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[osg-users] updating a group/camera in realtime? (UNCLASSIFIED)

2009-04-13 Thread Konkle, Daniel T AMRDEC/Dynetics
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

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Re: [osg-users] Problem of points showing

2009-04-13 Thread Paul Martz
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.

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Re: [osg-users] Initial cut at CMake support + branch of osgEphemeris

2009-04-13 Thread Ralf Stokholm
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.


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[osg-users] MINGW OSG Binaries (3rd party included)

2009-04-13 Thread Sergey
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.

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Re: [osg-users] FOG: applying both kinds at the same time. How?

2009-04-13 Thread Allen Saucier
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!  :)
 
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Re: [osg-users] FOG: applying both kinds at the same time. How?

2009-04-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
 
 
 
 
 
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 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
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[osg-users] How to disable the cursor

2009-04-13 Thread tien dat
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
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[osg-users] [build] Win64 configurations...

2009-04-13 Thread Andrew
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

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Re: [osg-users] [vpb] osgdem gui 0.3 dev

2009-04-13 Thread Wang Rui
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.

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Re: [osg-users] [build] Win64 configurations...

2009-04-13 Thread Philip Lowman
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
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Re: [osg-users] [build] Win64 configurations...

2009-04-13 Thread Andrew
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

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Re: [osg-users] [build] Win64 configurations...

2009-04-13 Thread Philip Lowman
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. :)

-- 
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Re: [osg-users] [DatabasePager] Thread crash

2009-04-13 Thread Robert Osfield
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.



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Re: [osg-users] Initial cut at CMake support + branch of osgEphemeris

2009-04-13 Thread Robert Osfield
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.
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Re: [osg-users] How to disable the cursor

2009-04-13 Thread Robert Osfield
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
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