[osg-users] Minimal OSG installation

2009-04-26 Thread Daniel Drubin
Greetings,

excuse me if this is too trivial a question, but what is the minimal
OSG installation? I need to distribute my OSG-based viewer for
Windows; what libraries should I include? Are there any configuration
steps needed to be taken?

I tried to simply package the executable and DLLs used, and when I
started program it said something like Configuration is incorrect,
please re-install.

I guess that minimal distro for osgviewerd.exe is the same.

Thanks,
Daniel
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Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6

2009-04-26 Thread Jaeyoung Haan
I'm trying to install OSG on my Mac OSX 10.5.6 in order to develop 3D 
simulation.
I'm not going to use Xcode.

I downloaded osg source codes thru svn 2.8.1 rc, installed Cmake,
and did ./configure and make.

But the following error occurred, and I could not figure it out.
Plz help me.


Code:

Scanning dependencies of target osgdb_iv
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertToInventor.cpp.o
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertFromInventor.cpp.o
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/GroupSoLOD.cpp.o
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/PendulumCallback.cpp.o
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ReaderWriterIV.cpp.o
[ 80%] Building CXX object 
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ShuttleCallback.cpp.o
Linking CXX shared module ../../../lib/osgPlugins-2.8.1/osgdb_iv.so
ld warning: in 
/Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks//Inventor.framework/Inventor, 
file is not of required architecture
Undefined symbols for architecture ppc:
  SoNode::writeInstance(SoOutput*), referenced from:
  vtable for GroupSoLODin GroupSoLOD.cpp.o
  SoVRMLTexture::getClassTypeId(), referenced from:
  ConvertFromInventor::preVRMLAppearance(void*, SoCallbackAction*, SoNode 
const*)in ConvertFromInventor.cpp.o
  SoFieldData::~SoFieldData(), referenced from:
  GroupSoLOD::atexit_cleanup()   in GroupSoLOD.cpp.o



... hundreds lines of similar messages ...




SoGroup::replaceChild(int, SoNode*), referenced from:
  vtable for GroupSoLODin GroupSoLOD.cpp.o
  SoLOD::getClassTypeId(), referenced from:
  ConvertFromInventor::preGroup(void*, SoCallbackAction*, SoNode const*)in 
ConvertFromInventor.cpp.o
  ConvertFromInventor::postGroup(void*, SoCallbackAction*, SoNode const*)in 
ConvertFromInventor.cpp.o
  GroupSoLOD::initClass()  in GroupSoLOD.cpp.o
  SoMFUInt32::getClassTypeId(), referenced from:
  bool ivApplicateIntTypeSoMFUInt32, unsigned int(osg::Array const*, 
SoMFUInt32, int, int, int)in ConvertToInventor.cpp.o
  SoSphere::SoSphere(), referenced from:
  ConvertToInventor::processShapeDrawable(osg::ShapeDrawable const*, 
ConvertToInventor::InventorState*)::MyShapeVisitor::apply(osg::Sphere const)in 
ConvertToInventor.cpp.o
ld: symbol(s) not found for architecture ppc
collect2: ld returned 1 exit status
lipo: can't open input file: 
/var/folders/bf/bf+HkrbPFfGBxK0g6Fm5vE+++TI/-Tmp-//cc9Swfmi.out (No such file 
or directory)
make[2]: *** [lib/osgPlugins-2.8.1/osgdb_iv.so] Error 1
make[1]: *** [src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/all] Error 2
make: *** [all] Error 2


[/code]

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Re: [osg-users] Orphographic Camera View?

2009-04-26 Thread Michael Bosse'
You need to take into account the aspect ratio of the display format,
I believe, if i understand what you are asking..

It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families.
- Tacitus

The desire for safety stands against every great and noble
enterprise. - Tacitus

Those who would give up essential liberty to purchase a little
temporary safety deserve neither liberty nor safety. - Benjamin
Franklin

Numquam ponenda est pluralitas sine necessitate. - William of Ockham



On Sat, Apr 25, 2009 at 6:59 PM, Paul gaffe...@gmail.com wrote:
 Im using the following code for orthographic projection:

 Code:

 // set the projection matrix
    camera-setProjectionMatrix(osg::Matrix::ortho(-2.0, 2.0, -2.0, 2.0, 0.0, 
 1.0));

    // set the view matrix
    camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    camera-setViewMatrix(osg::Matrix::identity());



 When I resize the window I would like the scene to stretch and not resize, So 
 if the window is twice as wide as it is high the i would like the scene to 
 stretch twice as wide too. Any ideas?

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[osg-users] Rendering transparent/opaque objects separately in deferred renderer using osg::RenderBin - how?

2009-04-26 Thread Jirka
Hi,

I work on a deferred renderer for my master thesis. Everything is fine and now 
I want to correctly render transparent objects. I want to use forward rendering 
for that taks - just render the transparent objects in one pass, blend them 
together and add it to buffer of rendered opaque objects (by deferred 
rendering).

The problem is that I don't now how to correctly access opaque/transparent 
objects in my scene graph to render them separately and combine them in the 
final stage of deferred renderer. I have found a disscussion 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-July/014769.html
 where access to render bin #10 (which should always contain transparent 
geometry ?) is described. So I got and idea that I could create my custom scene 
graph node (derived from osg::Geode) and redefine its traversal method, where I 
would discard the render bin for transparent/opaque objects after the cull 
traversal. 
I modified the code from the discussion a little bit and I mask depth and color 
buffer for writing when rendering transparent objects (don't know how to 
acctually remove transparent drawables from particular render bin):


Code:

void RenderBinMaskNode::traverse(osg::NodeVisitor nv) {

this-osg::Group::traverse( nv );
 
// Clone render-bin 10 if this is a cull visitor
if ( nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR ) {

osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*( nv );

if ( cv ) {
// Act if we have a RenderStage pointer
if ( osgUtil::RenderStage* renderStage = cv-getRenderStage() ) {   

// Get the render-bin list
osgUtil::RenderBin::RenderBinList binList = 
renderStage-getRenderBinList();   

osg::notify(osg::ALWAYS)  RENDER BIN 
LIST SIZE:   binList.size()  std::endl;

// go to renderbin which stores transparent 
drawables (always number 10 ?)
if( binList.find(10) != binList.end() ) {
// for this render bin, do not 
render its content 
osg::StateSet* binStateSet = 
binList[10]-getStateSet();

// mask depth buffer
binStateSet-setAttributeAndModes( 
new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false), osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE );

// mask color buffer
binStateSet-setAttributeAndModes( 
new osg::ColorMask(false, false, false, false), osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE );

// TO DO: stencil and accum mask
}
  }
}
}
}





If I add this custom node as a child of my camera node and the scene itself as 
a child of my custom node, then no transparent objects are rendered - which is 
exactly what I want. 

But the trouble is when I want to render only the transparent objects. When I 
dump the size of render bin list (see the code), it is 0 if no transparent 
object should be rendered on the screen (it is outside the view frustum) and 1 
if a transparent object should be rendered (but it is not visible since I mask 
the depth and color buffers). So I have only one render bin containing 
transparent geometry and no render bin with opaque geometry (and even though 
the opaque geometry is rendered correctly). I don't underestand why since as 
far as I know, the cull visitor should fill at least two render bins, one for 
transparent and one for opaque geometry. 

Finally, my questions: Is it correct that I have only one render bin containing 
transparent geometry and no render bin with opaque geometry? How can I render 
only the transparent geometry of my scene (possibly using the approach from the 
code)?

Thank you in advance for _any_ help. I really need to solve this out. PS.: I 
apologize for my poor English.

Regards, Jirka.

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Re: [osg-users] Minimal OSG installation

2009-04-26 Thread Christian Buchner
I've seen this error before. The issue could be that you put the
Visual C++ 2008 (SP1?) runtime into the program folder.

The only way to do this properly is to run the Visual C++ 2008 (SP1)
redistributable from the application's installer. This will take care
of placing the DLL in the WinSXS folder (Side by Side assembly cache).

Christian
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Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-26 Thread David Spilling
Chris,


  After some brain-twisting, I did realize that even with z comparison off,
 OGL is
 probably rejecting the skydome because it's beyond the far clip plane. I've
 been trying to
 think of a way to fool this, but it seems like it is unavoidable.


That's exactly what I found (or even wierder, the skydome vertices would
clip, but the inter-vertex points wouldn't due to interpolation, so the dome
looked patchy.

I had to use the approach I posted to simultaneously:

1) Make sure the skydome didn't participate in near/far autocalculation
2) Make sure OSG didn't cull the skydome
3) Make sure that OGL would actually draw something
4) Allow the skydome to draw last.

In my app, I don't see a Camera with NESTED_RENDER as much of a per-frame
overhead - it's pretty much negligible with all the rest of the CPU activity
I'm engaging in, but I can appreciate that this might not be the case for
everyone.

Plus it had the advantage of being scenegraph agnostic - i.e. injection of
this as a (for example) .osg worked without having to appeal to a particular
application scenegraph structure in terms of PRE_RENDER, depth clears, etc.

David
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Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-26 Thread Jean-Sébastien Guay

Hello Doug,

Is the solution you posted below the final solution you settled on? I 
had trouble determining what you finally ended up deciding was the best 
path forward. Thanks for posting this information on the list.


Yeah, as Robert said it was a convoluted thread... :-)

Yes, I ended up using the code you quoted. As I said, it has too many 
implications on the scene graph and viewer but it ended up being the 
only solution I could find that worked and gave the results I wanted.


I'm still open to suggestions though. :-)

Glad I could help,

J-S
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Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-26 Thread Jean-Sébastien Guay

Hi Chris,


  After some brain-twisting, I did realize that even with z comparison off, OGL 
is
probably rejecting the skydome because it's beyond the far clip plane. I've 
been trying to
think of a way to fool this, but it seems like it is unavoidable.


Yeah, that's the conclusion I got to as well.


  I wonder if there were somehow a callback you could apply somewhere that 
would hork with
the near/far clip, or if it's just easier to use multiple cameras at that point.


I wonder where the near/far for final rendering are set. I'll 
investigate this. I agree with your intuition, if we can find an 
appropriate place where we could set a large value for the far plane, 
then reset it to the previous value when the skydome is rendered then 
that would work.


Perhaps in a Drawable DrawCallback? Something like:

struct MyDrawCallback : public osg::Drawable::DrawCallback
{
virtual void drawImplementation(osg::RenderInfo renderInfo,
const osg::Drawable* drawable) const
{
// Save old values.
double left, right, bottom, top, zNear, zFar;
renderInfo-getCurrentCamera()-getProjectionMatrixAsFrustum(
left, right, bottom, top, zNear, zFar;

// Set the far plane to a large value.
renderInfo-getCurrentCamera()-setProjectionMatrixAsFrustum(
left, right, bottom, top, 1000, 1);

drawable-draw(renderInfo);

// Reset the far plane to the old value.
renderInfo-getCurrentCamera()-setProjectionMatrixAsFrustum(
left, right, bottom, top, zNear, zFar);
}
};

I'll test something like that out, in combination with the cull callback 
for ignoring the skydome in the automatic near/far computation, tomorrow 
when I get in the office.


J-S
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Re: [osg-users] Geometryconsidered in near+far plane auto computation

2009-04-26 Thread Jean-Sébastien Guay

Hi David,


I had to use the approach I posted to simultaneously:

1) Make sure the skydome didn't participate in near/far autocalculation
2) Make sure OSG didn't cull the skydome
3) Make sure that OGL would actually draw something
4) Allow the skydome to draw last.


The problem when the skydome renders last is that it won't be blended 
correctly with transparent objects (they need to be rendered after all 
opaque objects, and sorted back to front).


Since the skydome is furthest from the camera, but if actually wraps 
around the camera, the only way to guarantee that it will be drawn in 
the correct order for transparent objects in the foreground to blend 
correctly with it is to render it first.


I know this sounds bad, I previously advocated rendering 
skydomes/skyboxes last too (to take advantage of the fact that we can 
just set any fragments that have not been set yet by other objects) but 
I don't see how to reconcile that with the rendering of transparent 
objects in the foreground.


So, given that I need the skydome to render first, it means I need to 
muck around with the clear settings and things like that, which I don't 
like.


J-S
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Re: [osg-users] Keyboard or mouse handler from Qt

2009-04-26 Thread Martin Beckett
You don't have to do anything in Qt. Unless you explicitly handle a key press 
event in Qt and delete the event it will pass on to OSG.

(Sorry not at my computer right now to find an example )

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Re: [osg-users] build problem on Mac OS/X 10.5.6

2009-04-26 Thread Stephan Huber
Hi,

please don't hijack old threads for starting new threads. Start a new
one instead. This will help people following and reading your post.

It seems, that the inventor-framework is not universal build (ppc +
intel) so either
* install a universal-build of the inventor-framework,
* disable the build of the inventor-plugin if you don't need it,
* or disable universal builds for osg via ccmake.

cheers,
Stephan


Jaeyoung Haan schrieb:
 I'm trying to install OSG on my Mac OSX 10.5.6 in order to develop 3D 
 simulation.
 I'm not going to use Xcode.
 
 I downloaded osg source codes thru svn 2.8.1 rc, installed Cmake,
 and did ./configure and make.
 
 But the following error occurred, and I could not figure it out.
 Plz help me.
 
 
 Code:
 
 Scanning dependencies of target osgdb_iv
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertToInventor.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertFromInventor.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/GroupSoLOD.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/PendulumCallback.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ReaderWriterIV.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ShuttleCallback.cpp.o
 Linking CXX shared module ../../../lib/osgPlugins-2.8.1/osgdb_iv.so
 ld warning: in 
 /Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks//Inventor.framework/Inventor,
  file is not of required architecture
 Undefined symbols for architecture ppc:
   SoNode::writeInstance(SoOutput*), referenced from:
   vtable for GroupSoLODin GroupSoLOD.cpp.o
   SoVRMLTexture::getClassTypeId(), referenced from:
   ConvertFromInventor::preVRMLAppearance(void*, SoCallbackAction*, SoNode 
 const*)in ConvertFromInventor.cpp.o
   SoFieldData::~SoFieldData(), referenced from:
   GroupSoLOD::atexit_cleanup()   in GroupSoLOD.cpp.o
 
 
 
 ... hundreds lines of similar messages ...
 
 
 
 
 SoGroup::replaceChild(int, SoNode*), referenced from:
   vtable for GroupSoLODin GroupSoLOD.cpp.o
   SoLOD::getClassTypeId(), referenced from:
   ConvertFromInventor::preGroup(void*, SoCallbackAction*, SoNode 
 const*)in ConvertFromInventor.cpp.o
   ConvertFromInventor::postGroup(void*, SoCallbackAction*, SoNode 
 const*)in ConvertFromInventor.cpp.o
   GroupSoLOD::initClass()  in GroupSoLOD.cpp.o
   SoMFUInt32::getClassTypeId(), referenced from:
   bool ivApplicateIntTypeSoMFUInt32, unsigned int(osg::Array const*, 
 SoMFUInt32, int, int, int)in ConvertToInventor.cpp.o
   SoSphere::SoSphere(), referenced from:
   ConvertToInventor::processShapeDrawable(osg::ShapeDrawable const*, 
 ConvertToInventor::InventorState*)::MyShapeVisitor::apply(osg::Sphere 
 const)in ConvertToInventor.cpp.o
 ld: symbol(s) not found for architecture ppc
 collect2: ld returned 1 exit status
 lipo: can't open input file: 
 /var/folders/bf/bf+HkrbPFfGBxK0g6Fm5vE+++TI/-Tmp-//cc9Swfmi.out (No such file 
 or directory)
 make[2]: *** [lib/osgPlugins-2.8.1/osgdb_iv.so] Error 1
 make[1]: *** [src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/all] Error 2
 make: *** [all] Error 2
 
 
 [/code]
 
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 http://forum.openscenegraph.org/viewtopic.php?p=10871#10871
 
 
 
 
 
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Re: [osg-users] build problem on Mac OS/X 10.5.6

2009-04-26 Thread Ismail Pazarbasi
On Sun, Apr 26, 2009 at 6:09 PM, Stephan Huber ratzf...@digitalmind.de wrote:
 Hi,

 please don't hijack old threads for starting new threads. Start a new
 one instead. This will help people following and reading your post.

 It seems, that the inventor-framework is not universal build (ppc +
 intel) so either
 * install a universal-build of the inventor-framework,
 * disable the build of the inventor-plugin if you don't need it,
 * or disable universal builds for osg via ccmake.

 cheers,
 Stephan

Hi,

wouldn't setting CXXFLAGS help?
export CXXFLAGS=-arch i386 -arch x86_64 -arch ppc

then cmake and make.


 Jaeyoung Haan schrieb:
 I'm trying to install OSG on my Mac OSX 10.5.6 in order to develop 3D 
 simulation.
 I'm not going to use Xcode.

 I downloaded osg source codes thru svn 2.8.1 rc, installed Cmake,
 and did ./configure and make.

 But the following error occurred, and I could not figure it out.
 Plz help me.


 Code:

 Scanning dependencies of target osgdb_iv
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertToInventor.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertFromInventor.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/GroupSoLOD.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/PendulumCallback.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ReaderWriterIV.cpp.o
 [ 80%] Building CXX object 
 src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ShuttleCallback.cpp.o
 Linking CXX shared module ../../../lib/osgPlugins-2.8.1/osgdb_iv.so
 ld warning: in 
 /Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks//Inventor.framework/Inventor,
  file is not of required architecture
 Undefined symbols for architecture ppc:
   SoNode::writeInstance(SoOutput*), referenced from:
       vtable for GroupSoLODin GroupSoLOD.cpp.o
   SoVRMLTexture::getClassTypeId(), referenced from:
       ConvertFromInventor::preVRMLAppearance(void*, SoCallbackAction*, 
 SoNode const*)in ConvertFromInventor.cpp.o
   SoFieldData::~SoFieldData(), referenced from:
       GroupSoLOD::atexit_cleanup()       in GroupSoLOD.cpp.o



 ... hundreds lines of similar messages ...




 SoGroup::replaceChild(int, SoNode*), referenced from:
       vtable for GroupSoLODin GroupSoLOD.cpp.o
   SoLOD::getClassTypeId(), referenced from:
       ConvertFromInventor::preGroup(void*, SoCallbackAction*, SoNode 
 const*)in ConvertFromInventor.cpp.o
       ConvertFromInventor::postGroup(void*, SoCallbackAction*, SoNode 
 const*)in ConvertFromInventor.cpp.o
       GroupSoLOD::initClass()      in GroupSoLOD.cpp.o
   SoMFUInt32::getClassTypeId(), referenced from:
       bool ivApplicateIntTypeSoMFUInt32, unsigned int(osg::Array const*, 
 SoMFUInt32, int, int, int)in ConvertToInventor.cpp.o
   SoSphere::SoSphere(), referenced from:
       ConvertToInventor::processShapeDrawable(osg::ShapeDrawable const*, 
 ConvertToInventor::InventorState*)::MyShapeVisitor::apply(osg::Sphere 
 const)in ConvertToInventor.cpp.o
 ld: symbol(s) not found for architecture ppc
 collect2: ld returned 1 exit status
 lipo: can't open input file: 
 /var/folders/bf/bf+HkrbPFfGBxK0g6Fm5vE+++TI/-Tmp-//cc9Swfmi.out (No such 
 file or directory)
 make[2]: *** [lib/osgPlugins-2.8.1/osgdb_iv.so] Error 1
 make[1]: *** [src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/all] Error 2
 make: *** [all] Error 2


 [/code]

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Re: [osg-users] VertexArray from a loaded .osg file

2009-04-26 Thread Brett
Hi I solved the first question myself.Can any help me find intersection of a 
line on surface of the object.

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Re: [osg-users] VertexArray from a loaded .osg file

2009-04-26 Thread Paul Martz
Please read the Quick Start Guide, or grep the source for intersection.

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 Brett
Sent: Sunday, April 26, 2009 7:04 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VertexArray from a loaded .osg file

Hi I solved the first question myself.Can any help me find intersection of a
line on surface of the object.

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[osg-users] Fwd: shader implementation - newbie

2009-04-26 Thread ami guru
Hello Robert,

After going through several source code regarding shaders, i think  that
using seperate program for different type of shader is a better
choice.

In that case i am creating a vector of osg::Program initially, and
attaching the shaders corresponding to the programs.

Now with user input i am trying to enable a particular program . In OpenGL
there is a command named

glUseProgram(id);

To enable the program which we can link and validate later. It is like
toggling between different program object.


In OSG i think we have to toggle between StateSet.


Can you suggest any example with in OSG that does that state changes in an
interactive way?



Regards
Sajjad

-- Forwarded message --
From: ami guru dosto.wa...@gmail.com
Date: Sun, Apr 26, 2009 at 7:30 AM
Subject: Fwd: [osg-users] shader implementation - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


Hello Robert,

Thanks for the feedback.

I am trying to design the interface as follows:

if(userEvent == Toon Shader)
{
   //adding the corresponding shader to  the program for the StateSet of the
model
}
else if(userEvent == Gooch Shader)
{
   //adding the corresponding shader to  the program for the StateSet of the
model
}


Now If the user select the Toon Shader several times at several instances
the very same shader will be added several times.

I was thinking about loading all the shaders that i want to incorporate
within in my application during the class's constructor and make the
particular shader active during user selection .

Is there any way within OSG to activate a particular shader while
deactivating the rest of them?


I have one model in my scene that i want to apply different shader on it.



Regards
Sajjad







-- Forwarded message --
From: Robert Osfield robert.osfi...@gmail.com
Date: Sat, Apr 25, 2009 at 10:43 AM
Subject: Re: [osg-users] shader implementation - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


HI Sajjad,

osg::Program has have a list of shaders, think of shaders like .cpp's
that go together to make a C++ program.  You can have just the main or
a whole series of separate files.  The osg::Program is what tells the
OSG/OpenGL what shaders should linked together to make the final
program downloaded to the GPU.

Now if you want different compositions of shaders at different points
in your scene graphs then you'll need to link them together with
separate osg::Program, or use a single osg::Program and uniforms to
option select different paths in the shaders.

Robert.

On Sat, Apr 25, 2009 at 7:54 AM, ami guru dosto.wa...@gmail.com wrote:
 Hello forum,

 I am trying to implement some of  the shaders in a single OSG application.
 At  the same time i was going through the osgshaders example and if i have
 understood that correctly,
 i saw that the example has separate osg::program for different shaders

 I was wondering if it is possible to have one single program to manage all
 the shaders. I think osg::Program
 contains a vector of shaders.

 Is that possible to store different shaders by different name and load
that
 according to  the user selection;
 delete previous shader and load the currently selected one.


 Or separate osg::program for different shader example is best approach.

 I am considering different design issue here.

 Any opinion regarding that will be helpful.


 Thanks
 Sajjad

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Re: [osg-users] CAD style rotation

2009-04-26 Thread Richard Baron Penman

 3 - I haven't implemented the setByMatrix function, because I don't need
 it. But this should be done.
 Regards, Moji the Great


 Has this been implemented yet?



 But I was wondering if it would be better as an extention to
 TrackBallManipulator? The spherical mode is really just a set of constraints
 to the regular trackball which you might want to turn on and off. For a CAD
 app being able to lock and free individual rotation axes is certainly
 useful.

 Martin


Another difference is the TrackBallManipulator rotates around the origin
while SphericalManipulator should rotate around the centre of the screen.

Richard
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[osg-users] [osgPlugins] Failed to read unsigned int value??

2009-04-26 Thread Akilan
Hi,

While adding blumarble's .ive file as a child to a group in my application, I m 
getting the following warning and error,

Warning: Could not find plug-in to read objects from file 
C:\BlueMarble\output_L0_X0_Y0_Subtile.ive

Error reading file: DataInputStream::readUInt():Failed to read unsigned int 
value

I have installed OSG2.2(on Windows XP)  in my system and all my dlls are in 
OSG_FILE_PATH and PATH too.

What could be the problem


Thank you.

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