Re: [osg-users] Downloading Binaries

2009-06-08 Thread Mattias Helsing
Hi Christopher,

On Mon, Jun 8, 2009 at 2:42 AM, Christopher Wangcwang7...@hotmail.com wrote:
 Hi,
  Sorry, its the binaries from this page.
 http://www.openscenegraph.org/projects/osg/wiki/Downloads
 I thought these are for cygwin - •i386 Linux packages built under Ubuntu 
 9.04, note, these are just simple tar.gz, which will need to be installed by 
 hand, rather than debian .deb files.
 and these are for windows - •Windows Visual Studio 9 packages

The i386 Linux packages are for linux, not cygwin. Have a look at

http://www.openscenegraph.org/projects/osg/wiki/Community/PackageMaintainers

for a list of package maintainers on different platforms. Noone has
listed to build cygwin packages yet so for cygwin you will need to
build it yourself. Building is generally an easy task and you will get
plenty of example code to study.

cheers
Mattias

 ...

 Thank you!

 Cheers,
 Christopher

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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Vincent Bourdier
Hi Robert,

ok for KDTree, but the question is : Why an osg2.6.1 file.ive opened by
osg2.8.1 using KDtree make a crash ?
Sorry I cannot give the file, this is confidential data I'm not allowed to
give you.

Crash : Unhandled exception at 0x7c812afb in Launcherd.exe: Microsoft C++
exception: std::bad_alloc at memory location 0x00d9ec28..


This is the stack trace :

 kernel32.dll!7c812afb()
 [Frames below may be incorrect and/or missing, no symbols loaded for
kernel32.dll]
 kernel32.dll!7c812afb()
osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
_Count=144230, osg::KdTree::KdNode * __formal=0x)  Line 43 + 0xc
bytesC++
 osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
int _Count=144230)  Line 145 + 0xb bytesC++

osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytesC++
 osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
options={...}, osg::Geometry * geometry=0x35097a68)  Line 124C++
 osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
options={...}, osg::Geometry * geometry=0x35097a68)  Line 764 + 0x10
bytesC++
 osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode  geode={...})
Line 817 + 0x25 bytesC++
 osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor  nv={...})  Line 39
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
72C++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
86 + 0x13 bytesC++
 osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38
+ 0x41 bytesC++
 osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
62 + 0x25 bytesC++
 osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line
191 + 0x1c bytesC++
 osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  

Re: [osg-users] CPU usage

2009-06-08 Thread Florian Winter
Hi,

Jean-Sébastien Guay wrote:
 Hi all,

 I doubt that's the case if he's just running cow.osg.  More likely,
 VSync is not being properly detected on the ATI system, so the viewer
 is just running free and not waiting for the frame to be drawn on the
 screen.

 I think Jason's guess is right on the money. Check your frame rates,
 you'll probably see that the nvidia system is running at a steady
 60/75 (whatever your refresh rate is) while the ATI system is going at
 several hundred frames per second (500 or more, most likely).
V-sync and frame rate was the first thing I checked. I measured the
frame rate on both systems using Fraps. The frame rate is at a constant
60 FPS on the ATI system and 75 FPS on the nVidia system. The different
frame rates might be due to using different monitors.
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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Vincent Bourdier
Update : this sound like a memory problem : when my MV is around 2.0Go, the
application crash. I'm not familiar with windows virtual Memory, so i'm not
sure of how to increase it.
I've trid to set the pagefile to 5Go and the RAM (with a new barett) to
4.0Go (3.2Go for win XP 32bits) but the crash is still the same ...

Any idea ?

Does the KDTree builder eats a lot of MV ? the .ive file (without texture)
is about 450Mo ... so this is a very big model ...

Thanks for help.

Regards,
Vincent.

2009/6/8 Vincent Bourdier vincent.bourd...@gmail.com

 Hi Robert,

 ok for KDTree, but the question is : Why an osg2.6.1 file.ive opened by
 osg2.8.1 using KDtree make a crash ?
 Sorry I cannot give the file, this is confidential data I'm not allowed to
 give you.

 Crash : Unhandled exception at 0x7c812afb in Launcherd.exe: Microsoft C++
 exception: std::bad_alloc at memory location 0x00d9ec28..


 This is the stack trace :

  kernel32.dll!7c812afb()
  [Frames below may be incorrect and/or missing, no symbols loaded for
 kernel32.dll]
  kernel32.dll!7c812afb()
 osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
 _Count=144230, osg::KdTree::KdNode * __formal=0x)  Line 43 + 0xc
 bytesC++
  osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
 int _Count=144230)  Line 145 + 0xb bytesC++

 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
 ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytesC++
  osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
 options={...}, osg::Geometry * geometry=0x35097a68)  Line 124C++
  osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
 options={...}, osg::Geometry * geometry=0x35097a68)  Line 764 + 0x10
 bytesC++
  osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode  geode={...})
 Line 817 + 0x25 bytesC++
  osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor  nv={...})  Line
 39 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})  Line
 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  Line
 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line
 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line
 62 + 0x25 bytesC++

Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Ralph Kern
hi Vincent,

Win32 has a 2GB limit on virtual adress space for any single process.
Microsoft decided for some reason to half down the available 4GB adress
space in 32 Bit.

There's some obscure workaround to up this limit to ~3GB, but it is only
working on some of the MS operationg systems. See the discussion on
http://www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx

Better way now is to use a 64 Bit environment and a 64 bit build.

regards Ralph

Vincent Bourdier schrieb:
 Update : this sound like a memory problem : when my MV is around 2.0Go,
 the application crash. I'm not familiar with windows virtual Memory, so
 i'm not sure of how to increase it.
 I've trid to set the pagefile to 5Go and the RAM (with a new barett) to
 4.0Go (3.2Go for win XP 32bits) but the crash is still the same ...
 
 Any idea ?
 
 Does the KDTree builder eats a lot of MV ? the .ive file (without
 texture) is about 450Mo ... so this is a very big model ...
 
 Thanks for help.
 
 Regards,
 Vincent.
 
 2009/6/8 Vincent Bourdier
 vincent.bourd...@gmail.com
 mailto:vincent.bourd...@gmail.com
 
 Hi Robert,
 
 ok for KDTree, but the question is : Why an osg2.6.1 file.ive opened
 by osg2.8.1 using KDtree make a crash ?
 Sorry I cannot give the file, this is confidential data I'm not
 allowed to give you.
 
 Crash : Unhandled exception at 0x7c812afb in Launcherd.exe:
 Microsoft C++ exception: std::bad_alloc at memory location 0x00d9ec28..
 
 
 This is the stack trace :
 
  kernel32.dll!7c812afb()
  [Frames below may be incorrect and/or missing, no symbols
 loaded for kernel32.dll]   
  kernel32.dll!7c812afb()
 osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
 _Count=144230, osg::KdTree::KdNode * __formal=0x)  Line 43 +
 0xc bytesC++
 
 osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
 int _Count=144230)  Line 145 + 0xb bytesC++
 
 
 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
 ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytesC++
  osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
 options={...}, osg::Geometry * geometry=0x35097a68)  Line 124C++
  osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
 options={...}, osg::Geometry * geometry=0x35097a68)  Line 764 + 0x10
 bytesC++
  osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode 
 geode={...})  Line 817 + 0x25 bytesC++
  osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor  nv={...}) 
 Line 39 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
 nv={...})  Line 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
 node={...})  Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...}) 
 Line 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
 node={...})  Line 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...}) 
 Line 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
 nv={...})  Line 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
 node={...})  Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...}) 
 Line 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
 node={...})  Line 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...}) 
 Line 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
 nv={...})  Line 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
 node={...})  Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...}) 
 Line 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
 node={...})  Line 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...}) 
 Line 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
 nv={...})  Line 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
 node={...})  Line 191 + 0x1c bytesC++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...}) 
 Line 72C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
 node={...})  Line 86 + 0x13 bytesC++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...}) 
 Line 38 + 0x41 bytesC++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
 nv={...})  Line 62 + 0x25 bytesC++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
 node={...})  Line 191 + 0x1c bytes

Re: [osg-users] Texture coords

2009-06-08 Thread Ümit Uzun
Hi Joseba;

You should try to use GLSL to accomplish dynamic texture coordinate changing
in pretty straightforward way.

Regards.

2009/6/8 Joseba Rodriguez jrodrig...@landersimulation.com

 Hi,

 Im trying to do some texture animations in different objects (billboards).
 For this purpose im using Geometry::setTexCoordArray(unsigned int
 unit,Array*) in a Update callback.
 I found out that using this function is quite expensive, making my app slow
 down from 120 fps to 40 fps with 2000 billboards (quads).
 Is there any other cheaper way to dinamically change the texture coords?

 Thank you!

 Cheers,
 Joseba

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 http://forum.openscenegraph.org/viewtopic.php?p=13668#13668





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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Vincent Bourdier
Hi Ralf,

I'm already using the /3GB option, that's why I don't understand the crash
...

Thanks.

Regards,
   Vincent.

2009/6/8 Ralph Kern usene...@rk-se.de

 hi Vincent,

 Win32 has a 2GB limit on virtual adress space for any single process.
 Microsoft decided for some reason to half down the available 4GB adress
 space in 32 Bit.

 There's some obscure workaround to up this limit to ~3GB, but it is only
 working on some of the MS operationg systems. See the discussion on
 http://www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx

 Better way now is to use a 64 Bit environment and a 64 bit build.

 regards Ralph

 Vincent Bourdier schrieb:
  Update : this sound like a memory problem : when my MV is around 2.0Go,
  the application crash. I'm not familiar with windows virtual Memory, so
  i'm not sure of how to increase it.
  I've trid to set the pagefile to 5Go and the RAM (with a new barett) to
  4.0Go (3.2Go for win XP 32bits) but the crash is still the same ...
 
  Any idea ?
 
  Does the KDTree builder eats a lot of MV ? the .ive file (without
  texture) is about 450Mo ... so this is a very big model ...
 
  Thanks for help.
 
  Regards,
  Vincent.
 
  2009/6/8 Vincent Bourdier
  vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
 
  Hi Robert,
 
  ok for KDTree, but the question is : Why an osg2.6.1 file.ive opened
  by osg2.8.1 using KDtree make a crash ?
  Sorry I cannot give the file, this is confidential data I'm not
  allowed to give you.
 
  Crash : Unhandled exception at 0x7c812afb in Launcherd.exe:
  Microsoft C++ exception: std::bad_alloc at memory location
 0x00d9ec28..
 
 
  This is the stack trace :
 
   kernel32.dll!7c812afb()
   [Frames below may be incorrect and/or missing, no symbols
  loaded for kernel32.dll]
   kernel32.dll!7c812afb()
  osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
  _Count=144230, osg::KdTree::KdNode * __formal=0x)  Line 43 +
  0xc bytesC++
 
  osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
  int _Count=144230)  Line 145 + 0xb bytesC++
 
 
 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
  ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytesC++
   osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
  options={...}, osg::Geometry * geometry=0x35097a68)  Line 124C++
   osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
  options={...}, osg::Geometry * geometry=0x35097a68)  Line 764 + 0x10
  bytesC++
   osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode 
  geode={...})  Line 817 + 0x25 bytesC++
   osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor  nv={...})
  Line 39 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})
  Line 38 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})
  Line 38 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})
  Line 38 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node  node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})
  Line 38 + 0x41 bytesC++
   

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Robert Osfield
Hi Jason,

Your rant shows you didn't grasp the point of my earlier email.

A couple of point that must be made clear.  All support costs me time
and therefore income - I don't get to charge anyone for the time it
takes me to do public support, I don't get to charge anyone for making
point releases, dev releases, release candidates.   All the time I
spend on general support like this is time I can't spend on paid work.
 Have a think about your salary per week, and then give away a half of
this for this for support of other people, if you can do this then
you'd be in stronger position to go about ranting at me not being
grateful.

Support for niche tools like out of date versions of CMake *directly*
costs me time and money.  Please remember that CMake 2.4.6 was the
reference version that we used when we ported to CMake two and half
years ago, so 2.4.5 was out of date even then.  It's very much a
luxury that we are able to support Cmake 2.4.5 at all.

The case of CMake 2.4.5 is just one small example of the different
build tool combinations we have to deal with, the more niche each of
the tools is the less exposure it'll have from others testing against
it, this in turn means that those who want the luxury of these niche
tools absolutely have to engage much more pro-atively with testing.
It's very much a case of use or or loose it.

And it's good enough to start testing after the horse has bolted -
i.e. after a stable release goes out, as the process of making stable
release is very expensive in time and money for me and the rest of the
community.  Delaying a release by a day to get something right only
costs me a days in salary, having to make another release costs me
several weeks - it's not just a little bit more, it's an order of
magnitude more expensive.

Robert.

On Sun, Jun 7, 2009 at 8:40 AM, Jason Dalyjd...@ist.ucf.edu wrote:

 Oh, boy.  Where to begin.  First of all, I don't have a clue how this
 discussion got out of hand.  We started out with a simple issue that showed
 up on a CentOS box.  It couldn't compile the recently released OSG 2.8.1
 version.  The issue came down to the fact that CentOS and Red Hat Enterprise
 Linux only have a 2.4.5 binary version available.  There was friction
 between the community that said to just upgrade to 2.6, and the CentOS users
 and administrators that tried to explain that it is difficult to do that in
 a large enterprise environment.  I jumped into this thread to try and help
 both parties understand the needs of the other.  Instead of a calm
 resolution, I've now been subjected to a rant from the OSG czar who says I
 need to contribute more.

 Responses inline below:


 Robert Osfield wrote:

 The loss in perspective is that the illusion that RHEL/CentOS and all
 the other long term supported linux distributions can bundle not only
 the core operating systems but ten's of thousands of other open source
 tools as one single supported and consistent entity.

 No other operating system vendors attempt to do this - they just ship
 the operating systems and the all the rest of the tools are provided
 by extra separate entitities and typically provided by 3rd parties.
 Some of these third party apps might rev at the same rate as the
 underlying OS, but typically don't.


 I find it odd that someone who uses and advocates Linux as much as you would
 question the practice of bundling the OS and applications and supporting
 them.  It's not just Red Hat and CentOS that do this.  Pretty much every
 Linux distribution does it.  In the case of the Enterprise distros, the
 support comes from paid contracts which help with security fixes, and
 addressing any critical problems that arise.  In the case of the free
 distributions, the support comes from the community.  In reality there's not
 much difference in software between Red Hat Enterprise and Fedora.  RHEL 5
 matches up almost exactly with Fedora 6, for example.  The difference is in
 the frequency of releases, the continuous support with minor bug and
 security fixes (often back-ported from upstream revisions), and the ability
 to centrally manage updates of client systems (when new updates come out,
 you just log on to a web site and press Go, and all of your workstations
 are magically updated).


 Now it's very cool that linux distributions do attempt this almost
 impossible feat, but and it is humongous but there are problems with
 this approach of bundling practically everything together and rev's at
 the same rate is that in the 3rd party vendors can't be expected to
 pay for the support for this locked in versions of their software for
 the benefit of the linux distribution vendors.

 Of course not.  The customers pay the distribution provider for that
 support.  In turn, the distribution's own developers and engineers work with
 each 3rd party provider to integrate those packages into the distribution
 successfully.  OSG is not part of RHEL, which is probably why you haven't
 heard from any of them.

 I'm 

Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Ralph Kern
Hi Vincent,

the problem with the /3GB option is that you also have to setup the
/LARGEADRESSAWARE linker flag and check pointer arithmetics in every
exe/dll of your app. There are some possible pitfalls on pointer
arithmetic because ptrdiff_t is signed 32 bit on Win32.

regards Ralph

Vincent Bourdier schrieb:
 Hi Ralf,
 
 I'm already using the /3GB option, that's why I don't understand the
 crash ...
 
 Thanks.
 
 Regards,
Vincent.
 
 2009/6/8 Ralph Kern usene...@rk-se.de
 mailto:usene...@rk-se.de
 
 hi Vincent,
 
 Win32 has a 2GB limit on virtual adress space for any single process.
 Microsoft decided for some reason to half down the available 4GB adress
 space in 32 Bit.
 
 There's some obscure workaround to up this limit to ~3GB, but it is only
 working on some of the MS operationg systems. See the discussion on
 http://www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx
 
 Better way now is to use a 64 Bit environment and a 64 bit build.
 
 regards Ralph
 
 Vincent Bourdier schrieb:
  Update : this sound like a memory problem : when my MV is around
 2.0Go,
  the application crash. I'm not familiar with windows virtual
 Memory, so
  i'm not sure of how to increase it.
  I've trid to set the pagefile to 5Go and the RAM (with a new
 barett) to
  4.0Go (3.2Go for win XP 32bits) but the crash is still the same ...
 
  Any idea ?
 
  Does the KDTree builder eats a lot of MV ? the .ive file (without
  texture) is about 450Mo ... so this is a very big model ...
 
  Thanks for help.
 
  Regards,
  Vincent.
 
  2009/6/8 Vincent Bourdier
  vincent.bourd...@gmail.com
 mailto:vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
 mailto:vincent.bourd...@gmail.com
 
  Hi Robert,
 
  ok for KDTree, but the question is : Why an osg2.6.1 file.ive
 opened
  by osg2.8.1 using KDtree make a crash ?
  Sorry I cannot give the file, this is confidential data I'm not
  allowed to give you.
 
  Crash : Unhandled exception at 0x7c812afb in Launcherd.exe:
  Microsoft C++ exception: std::bad_alloc at memory location
 0x00d9ec28..
 
 
  This is the stack trace :
 
   kernel32.dll!7c812afb()
   [Frames below may be incorrect and/or missing, no symbols
  loaded for kernel32.dll]
   kernel32.dll!7c812afb()

  osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
  _Count=144230, osg::KdTree::KdNode * __formal=0x)
  Line 43 +
  0xc bytesC++
 
 
 osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
  int _Count=144230)  Line 145 + 0xb bytesC++
 
 
 
 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
  ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytes  
  C++
   osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
  options={...}, osg::Geometry * geometry=0x35097a68)  Line 124
C++
   osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
  options={...}, osg::Geometry * geometry=0x35097a68)  Line 764
 + 0x10
  bytesC++
   osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode 
  geode={...})  Line 817 + 0x25 bytesC++
   osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor 
 nv={...})
  Line 39 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node 
 node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor 
 nv={...})
  Line 38 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  node={...})  Line 191 + 0x1c bytesC++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node 
 node={...})
  Line 72C++
   osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
  node={...})  Line 86 + 0x13 bytesC++
   osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor 
 nv={...})
  Line 38 + 0x41 bytesC++
   osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
  nv={...})  Line 62 + 0x25 bytesC++
   osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
  

Re: [osg-users] Texture coords

2009-06-08 Thread Ulrich Hertlein

Hi Joseba,

On 8/6/09 9:42 AM, Joseba Rodriguez wrote:

Im trying to do some texture animations in different objects (billboards). For 
this
purpose im using Geometry::setTexCoordArray(unsigned int unit,Array*) in a 
Update
callback. I found out that using this function is quite expensive, making my 
app slow
down from 120 fps to 40 fps with 2000 billboards (quads). Is there any other 
cheaper
way to dinamically change the texture coords?


First of all, you can change the texture coordinates in-place i.e. just modify the 
existing array.  You may need to dirty() the geometry after that.


Secondly, if you're using display lists (which is the default) the geometry has to be 
recompiled after every dirty() or setTexCoordArray() (which calls dirty internally).  This 
can be a slow process.  Try to disable display lists and see what difference that makes.


Thirdly, depending on the animation you're doing you could also use the texture matrix. 
This works well for scaling, translation, rotation.


Hope this helps,
/ulrich
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Re: [osg-users] Texture coords

2009-06-08 Thread Robert Osfield
HI Joseba,

I can't see any way that people will be able to point your in the
right direction without you being more specific what you are doing
with your texture coordinates - for what purpose are you modifying
them? Using shaders are typically the best solution for dynamic tex
coords but is it appropriate in your case??  Who knows.

Robert.

On Mon, Jun 8, 2009 at 9:20 AM, Joseba
Rodriguezjrodrig...@landersimulation.com wrote:
 Hi,

 Thanks for your reply. I didnt want to make a shader justo for this, but if i 
 dont have any other alternative, ill try it.

 Thank you,
 Joseba

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=13672#13672





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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Vincent Bourdier
Hi Ralf,

I'm making a new compil with the /3GB and the /LARGEADRESSAWARE flag ... but
do you think I have to compile osg with the same flag ? the crash is in
readNodefile ...

Thanks for your help.

Regards,
   Vincent.

2009/6/8 Ralph Kern usene...@rk-se.de

 Hi Vincent,

 the problem with the /3GB option is that you also have to setup the
 /LARGEADRESSAWARE linker flag and check pointer arithmetics in every
 exe/dll of your app. There are some possible pitfalls on pointer
 arithmetic because ptrdiff_t is signed 32 bit on Win32.

 regards Ralph

 Vincent Bourdier schrieb:
  Hi Ralf,
 
  I'm already using the /3GB option, that's why I don't understand the
  crash ...
 
  Thanks.
 
  Regards,
 Vincent.
 
  2009/6/8 Ralph Kern usene...@rk-se.de
  mailto:usene...@rk-se.de
 
  hi Vincent,
 
  Win32 has a 2GB limit on virtual adress space for any single process.
  Microsoft decided for some reason to half down the available 4GB
 adress
  space in 32 Bit.
 
  There's some obscure workaround to up this limit to ~3GB, but it is
 only
  working on some of the MS operationg systems. See the discussion on
  http://www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx
 
  Better way now is to use a 64 Bit environment and a 64 bit build.
 
  regards Ralph
 
  Vincent Bourdier schrieb:
   Update : this sound like a memory problem : when my MV is around
  2.0Go,
   the application crash. I'm not familiar with windows virtual
  Memory, so
   i'm not sure of how to increase it.
   I've trid to set the pagefile to 5Go and the RAM (with a new
  barett) to
   4.0Go (3.2Go for win XP 32bits) but the crash is still the same ...
  
   Any idea ?
  
   Does the KDTree builder eats a lot of MV ? the .ive file (without
   texture) is about 450Mo ... so this is a very big model ...
  
   Thanks for help.
  
   Regards,
   Vincent.
  
   2009/6/8 Vincent Bourdier
   vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
   mailto:vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
  
   Hi Robert,
  
   ok for KDTree, but the question is : Why an osg2.6.1 file.ive
  opened
   by osg2.8.1 using KDtree make a crash ?
   Sorry I cannot give the file, this is confidential data I'm not
   allowed to give you.
  
   Crash : Unhandled exception at 0x7c812afb in Launcherd.exe:
   Microsoft C++ exception: std::bad_alloc at memory location
  0x00d9ec28..
  
  
   This is the stack trace :
  
kernel32.dll!7c812afb()
[Frames below may be incorrect and/or missing, no symbols
   loaded for kernel32.dll]
kernel32.dll!7c812afb()
   
   osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
   _Count=144230, osg::KdTree::KdNode * __formal=0x)
   Line 43 +
   0xc bytesC++
  
  
  osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
   int _Count=144230)  Line 145 + 0xb bytesC++
  
  
 
 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
   ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytes
   C++
  
  osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
   options={...}, osg::Geometry * geometry=0x35097a68)  Line 124
 C++
  
  osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
   options={...}, osg::Geometry * geometry=0x35097a68)  Line 764
  + 0x10
   bytesC++
osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode 
   geode={...})  Line 817 + 0x25 bytesC++
osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor 
  nv={...})
   Line 39 + 0x41 bytesC++
osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
   nv={...})  Line 62 + 0x25 bytesC++
osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
   node={...})  Line 191 + 0x1c bytesC++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node 
  node={...})
   Line 72C++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
   node={...})  Line 86 + 0x13 bytesC++
osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor 
  nv={...})
   Line 38 + 0x41 bytesC++
osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
   nv={...})  Line 62 + 0x25 bytesC++
osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
   node={...})  Line 191 + 0x1c bytesC++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node 
  node={...})
   Line 72C++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
   node={...})  

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-06-08 Thread Alexandre Amalric
Hi Robert,

thank you for have interest for my previous post, I'll try the latest svn
version as soon as possible.


2009/5/21 Robert Osfield robert.osfi...@gmail.com

 HI Alexandre,

 I've now had a chance to have a look at the reproducing the problems
 using your modified example and data.   The problem was due to a
 double scaling of the projection matrices due to the unusual
 combination of having an active master and slave combination, and
 while the usage case in not really what osgViewer was designed for
 it's still a bug.

 The solution to this bug was applying the inverse of the master's
 rescaling to the slave's projection offset.   I applied this solution
 and tested against your modified osgwindows example and it now behaves
 fine, with the two cameras staying in sync.  This fix is now checked
 into svn/trunk.

 Robert.

 On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric
 alex.pix...@gmail.com wrote:
  Hi osg-users,
 
  I apparently found something strange when adding slave camera to osg
 viewer
  and resizing window.
 
  I'm using osg SVN version
 
  I made a quick sample code to show community the weird behaviour.
 
  Quick explanation : My goal is to render an object made from 2 cubes
 (same
  size), one is opaque and the other one is transparent. The first main
 camera
  render only the opaque part, and the second camera (a slave one) render
 the
  transparent part. When resizing the window the projection matrix isn't
 well
  computed for the slave camera.
 
  So the transparent cube isn't the same aspect as the opaque cube.
 
  I think I found the bug in GraphicsContext.cpp file at :
 
  if (slave  camera-getReferenceFrame()==osg::Transform::RELATIVE_RF)
  {
  switch(view-getCamera()-getProjectionResizePolicy())
  {
  case(osg::Camera::HORIZONTAL):
 slave-_projectionOffset
  *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
  case(osg::Camera::VERTICAL): slave-_projectionOffset
 *=
  osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
  default: break;
  }
  }
 
  I do not understand why we only update the projectionOffset  from the
 slave
  camera and why we don't update the projection matrix itself.
 
  Hope you'll understand my problem ;-)
 
  --
  Alexandre AMALRIC   Ingénieur RD
  ===
  PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
  http://www.pixxim.fr
 
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-- 
Alexandre AMALRIC   Ingénieur RD
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-08 Thread Vincent Bourdier
\o/

That works ! it uses more than 2.4Gb of memory but it finish with the
KDTree.

Sorry for the panic, it not an OSG bug.

Thanks for your help Ralf and Robert.

Regards,
Vincent.

2009/6/8 Vincent Bourdier vincent.bourd...@gmail.com


 Hi Ralf,

 I'm making a new compil with the /3GB and the /LARGEADRESSAWARE flag ...
 but do you think I have to compile osg with the same flag ? the crash is in
 readNodefile ...

 Thanks for your help.

 Regards,
Vincent.

 2009/6/8 Ralph Kern usene...@rk-se.de

 Hi Vincent,

 the problem with the /3GB option is that you also have to setup the
 /LARGEADRESSAWARE linker flag and check pointer arithmetics in every
 exe/dll of your app. There are some possible pitfalls on pointer
 arithmetic because ptrdiff_t is signed 32 bit on Win32.

 regards Ralph

 Vincent Bourdier schrieb:
  Hi Ralf,
 
  I'm already using the /3GB option, that's why I don't understand the
  crash ...
 
  Thanks.
 
  Regards,
 Vincent.
 
  2009/6/8 Ralph Kern usene...@rk-se.de
  mailto:usene...@rk-se.de
 
  hi Vincent,
 
  Win32 has a 2GB limit on virtual adress space for any single
 process.
  Microsoft decided for some reason to half down the available 4GB
 adress
  space in 32 Bit.
 
  There's some obscure workaround to up this limit to ~3GB, but it is
 only
  working on some of the MS operationg systems. See the discussion on
 
 http://www.microsoft.com/whdc/system/platform/server/PAE/PAEmem.mspx
 
  Better way now is to use a 64 Bit environment and a 64 bit build.
 
  regards Ralph
 
  Vincent Bourdier schrieb:
   Update : this sound like a memory problem : when my MV is around
  2.0Go,
   the application crash. I'm not familiar with windows virtual
  Memory, so
   i'm not sure of how to increase it.
   I've trid to set the pagefile to 5Go and the RAM (with a new
  barett) to
   4.0Go (3.2Go for win XP 32bits) but the crash is still the same
 ...
  
   Any idea ?
  
   Does the KDTree builder eats a lot of MV ? the .ive file (without
   texture) is about 450Mo ... so this is a very big model ...
  
   Thanks for help.
  
   Regards,
   Vincent.
  
   2009/6/8 Vincent Bourdier
   vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
   mailto:vincent.bourd...@gmail.com
  mailto:vincent.bourd...@gmail.com
  
   Hi Robert,
  
   ok for KDTree, but the question is : Why an osg2.6.1 file.ive
  opened
   by osg2.8.1 using KDtree make a crash ?
   Sorry I cannot give the file, this is confidential data I'm
 not
   allowed to give you.
  
   Crash : Unhandled exception at 0x7c812afb in Launcherd.exe:
   Microsoft C++ exception: std::bad_alloc at memory location
  0x00d9ec28..
  
  
   This is the stack trace :
  
kernel32.dll!7c812afb()
[Frames below may be incorrect and/or missing, no symbols
   loaded for kernel32.dll]
kernel32.dll!7c812afb()
   
   osg55-osgd.dll!std::_Allocateosg::KdTree::KdNode(unsigned int
   _Count=144230, osg::KdTree::KdNode * __formal=0x)
   Line 43 +
   0xc bytesC++
  
  
 
 osg55-osgd.dll!std::allocatorosg::KdTree::KdNode::allocate(unsigned
   int _Count=144230)  Line 145 + 0xb bytesC++
  
  
 
 osg55-osgd.dll!std::vectorosg::KdTree::KdNode,std::allocatorosg::KdTree::KdNode
   ::reserve(unsigned int _Count=144230)  Line 607 + 0xf bytes
   C++
  
  osg55-osgd.dll!BuildKdTree::build(osg::KdTree::BuildOptions 
   options={...}, osg::Geometry * geometry=0x35097a68)  Line 124
 C++
  
  osg55-osgd.dll!osg::KdTree::build(osg::KdTree::BuildOptions 
   options={...}, osg::Geometry * geometry=0x35097a68)  Line 764
  + 0x10
   bytesC++
osg55-osgd.dll!osg::KdTreeBuilder::apply(osg::Geode 
   geode={...})  Line 817 + 0x25 bytesC++
osg55-osgd.dll!osg::Geode::accept(osg::NodeVisitor 
  nv={...})
   Line 39 + 0x41 bytesC++
osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
   nv={...})  Line 62 + 0x25 bytesC++
osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
   node={...})  Line 191 + 0x1c bytesC++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Node 
  node={...})
   Line 72C++
osg55-osgd.dll!osg::NodeVisitor::apply(osg::Group 
   node={...})  Line 86 + 0x13 bytesC++
osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor 
  nv={...})
   Line 38 + 0x41 bytesC++
osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor 
   nv={...})  Line 62 + 0x25 bytesC++
osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node 
   

Re: [osg-users] Texture coords

2009-06-08 Thread Joseba Rodriguez
Hi all,
Sorry for not providing much information about the interest of changing text 
coords. Im working on animating avatar impostors for which im using a billboard 
with a texture (sprite) of an avatar. With OSG its easy to implement a special 
kind of billboard for managing sprite animations depending of the point of view 
of the camera, but using setTexCoordArray is slow (perhaps, as you pointed out, 
im using compiled lists). At this moment i prefer not to use GLSL, as im 
already using other shaders on the nodes, but this is a possibility if i find 
out that there is an efficient alternative.

Thans for your help.

J.

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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Alberto Luaces
Hi,

Mattias is right, building OSG in Cygwin is easy. I'm doing it nearly all 
days, so if you have any problem, feel free to ask on the list.

Regards,

Alberto
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Re: [osg-users] Texture coords

2009-06-08 Thread Garrett Potts

Hello All:

I am not sure but it seems you could create a single texture with  
different positions of the Avatar.  For sprite animation you can setup  
a normalized 0..1 tex coordinate then set the Texture Matrix to turn  
that into a window within that texture to use.  The texture matrix is  
very light weight to modify values over time and on-the-fly.  I  
honestly don't have experience in Avatar animation so others on the  
list may have a much better solution than this.  It just seems if you  
don't want to use shaders then adjusting a texture matrix to setup the  
current scale and translation into the texture would be a feasible  
solution.



Take care


Garrett Potts

On Jun 8, 2009, at 6:07 AM, Joseba Rodriguez wrote:


Hi all,
Sorry for not providing much information about the interest of  
changing text coords. Im working on animating avatar impostors for  
which im using a billboard with a texture (sprite) of an avatar.  
With OSG its easy to implement a special kind of billboard for  
managing sprite animations depending of the point of view of the  
camera, but using setTexCoordArray is slow (perhaps, as you pointed  
out, im using compiled lists). At this moment i prefer not to use  
GLSL, as im already using other shaders on the nodes, but this is a  
possibility if i find out that there is an efficient alternative.


Thans for your help.

J.

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Re: [osg-users] Texture coords

2009-06-08 Thread Garrett Potts

Hello:

Oops, just saw a post on this previously from Ulrich suggesting the  
use of a texture matrix.  Sorry for the repeat.



Take care

Garrett Potts
On Jun 8, 2009, at 7:51 AM, Garrett Potts wrote:


Hello All:

I am not sure but it seems you could create a single texture with  
different positions of the Avatar.  For sprite animation you can  
setup a normalized 0..1 tex coordinate then set the Texture Matrix  
to turn that into a window within that texture to use.  The texture  
matrix is very light weight to modify values over time and on-the- 
fly.  I honestly don't have experience in Avatar animation so others  
on the list may have a much better solution than this.  It just  
seems if you don't want to use shaders then adjusting a texture  
matrix to setup the current scale and translation into the texture  
would be a feasible solution.



Take care


Garrett Potts

On Jun 8, 2009, at 6:07 AM, Joseba Rodriguez wrote:


Hi all,
Sorry for not providing much information about the interest of  
changing text coords. Im working on animating avatar impostors for  
which im using a billboard with a texture (sprite) of an avatar.  
With OSG its easy to implement a special kind of billboard for  
managing sprite animations depending of the point of view of the  
camera, but using setTexCoordArray is slow (perhaps, as you pointed  
out, im using compiled lists). At this moment i prefer not to use  
GLSL, as im already using other shaders on the nodes, but this is a  
possibility if i find out that there is an efficient alternative.


Thans for your help.

J.

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Re: [osg-users] CPU usage

2009-06-08 Thread Cory Riddell




Hi Robert,


  On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:
  
  
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.

  
  
100% CPU is not normal at all.
  


Yikes! I think there must be something seriously wrong with my system
then.

I updated my video drivers to the latest this morning and enabled
vsync. Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync
on or off made no difference on the cpu load- I always have 100%
utilization on one core.

I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603 drivers
on quad core XP Pro machine. My one-and-only monitor is a 24" Dell
panel at 1920x1200.

I turned vsync back off. With it on, my cow looked like it was being
rotated by a stepper motor.

If you or anybody else has troubleshooting suggestions, I would be very
happy to hear them. 

Cory


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Re: [osg-users] CPU usage

2009-06-08 Thread Cory Riddell




I had my cpu monitor open while running osgviewer. I just noticed that
after closing the cpu monitor, my vsync'd framerate immediately jumped
to 60 (the monitor native rate).

So, it seems that Heisenberg has struck again. I can't measure the
thing with out radically changing it. Or perhaps I'm just not using the
right tools. Does anybody have any suggestions for decent Windows
performance analysis tools? I was using SysInternal's ProcessExplorer.

Cory

Cory Riddell wrote:

  
  
Hi Robert,
  
  
On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:
  

  Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.



100% CPU is not normal at all.
  
  
  
Yikes! I think there must be something seriously wrong with my system
then.
  
I updated my video drivers to the latest this morning and enabled
vsync. Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync
on or off made no difference on the cpu load- I always have 100%
utilization on one core.
  
I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603 drivers
on quad core XP Pro machine. My one-and-only monitor is a 24" Dell
panel at 1920x1200.
  
I turned vsync back off. With it on, my cow looked like it was being
rotated by a stepper motor.
  
If you or anybody else has troubleshooting suggestions, I would be very
happy to hear them. 
  
Cory
  

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Re: [osg-users] CPU usage

2009-06-08 Thread Ismail Pazarbasi
On Mon, Jun 8, 2009 at 3:59 PM, Cory Riddellc...@codeware.com wrote:
 Hi Robert,

 On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:


 Does anybody see less than 100% CPU utilization when running osgviewer
 cow.osg on an ATI card? I had just been accepting that as normal.


 100% CPU is not normal at all.


 Yikes! I think there must be something seriously wrong with my system then.

 I updated my video drivers to the latest this morning and enabled vsync.
 Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync on or off
 made no difference on the cpu load- I always have 100% utilization on one
 core.

 I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603 drivers on
 quad core XP Pro machine. My one-and-only monitor is a 24 Dell panel at
 1920x1200.

 I turned vsync back off. With it on, my cow looked like it was being rotated
 by a stepper motor.

 If you or anybody else has troubleshooting suggestions, I would be very
 happy to hear them.

 Cory

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Hi Cory,

I don't know whether you tried (neither know whether it's even
possible at all) to profile the code? This may give you some hints, if
it works.

Ismail
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Re: [osg-users] CPU usage

2009-06-08 Thread Robert Osfield
Hi Cory,

In general I'd recommend doing all benchmarking with a system as near
to final delivery as possible, so no external tools, definitely no
debug build, run with vsync on etc.  The OSG itself has some
performance stats that you can use, for instance osgviewer has the
StatsHandler added to the viewer which you can enable with pressing
's' successively to get different levels of stats reporting.

Robert.

On Mon, Jun 8, 2009 at 3:10 PM, Cory Riddellc...@codeware.com wrote:
 I had my cpu monitor open while running osgviewer. I just noticed that after
 closing the cpu monitor, my vsync'd framerate immediately jumped to 60 (the
 monitor native rate).

 So, it seems that Heisenberg has struck again. I can't measure the thing
 with out radically changing it. Or perhaps I'm just not using the right
 tools. Does anybody have any suggestions for decent Windows performance
 analysis tools? I was using SysInternal's ProcessExplorer.

 Cory

 Cory Riddell wrote:

 Hi Robert,

 On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:


 Does anybody see less than 100% CPU utilization when running osgviewer
 cow.osg on an ATI card? I had just been accepting that as normal.


 100% CPU is not normal at all.


 Yikes! I think there must be something seriously wrong with my system then.

 I updated my video drivers to the latest this morning and enabled vsync.
 Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync on or off
 made no difference on the cpu load- I always have 100% utilization on one
 core.

 I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603 drivers on
 quad core XP Pro machine. My one-and-only monitor is a 24 Dell panel at
 1920x1200.

 I turned vsync back off. With it on, my cow looked like it was being rotated
 by a stepper motor.

 If you or anybody else has troubleshooting suggestions, I would be very
 happy to hear them.

 Cory

 
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Re: [osg-users] osgManipulator.AntiSquish

2009-06-08 Thread René Molenaar
I reconfirm this same issue in 2.8.1

The solution is simple (AntiSquish.cpp line 149) :

// Position
if (_usePosition)
unsquished.postMult(_position);
else
unsquished.postMult(_pivot);

should be

// Position
if (_usePosition)
unsquished.postMultTranslate(_position);
else
unsquished.postMultTranslate(_pivot);

if needed i can attach a complete file.

have a good one,

Rene

2009/2/23 Robert Osfield robert.osfi...@gmail.com

 Hi Jonathan,

 This is correct place to report bugs.  I've just ran osgmanipulaor and
 see the that tabs rendering is indeed wrong.  I have briefly looked at
 the svn logs and haven't spotted the cause of this regression yet.
 It's end of day here so I'll look into this tomorrow.

 Robert.

 On Mon, Feb 23, 2009 at 5:21 PM, Lewis, Jonathan
 jle...@integrity-apps.com wrote:
  Hi,
 
  The behavior of osgManipulator::AntiSquish seems to have changed between
  releases 2.6.1 and 2.8.0.  I'm not sure what is happening differently in
 the
  matrix math, but you can see the result on the TabBoxDragger by firing up
  the standard osgManipulator example.  The dragger's corner tabs are no
  longer in the corners.
 
  As a test I replaced the v2.8 AntiSquish node with the v2.6.1 AntiSquish
 in
  the TabPlaneDragger, and things looked right again.
 
  Btw, is this the right place to put a bug report like this?
 
  Thanks,
  -Jonathan Lewis
 
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Re: [osg-users] [3rdparty] how do you 'make'

2009-06-08 Thread Paul Martz

'make' is a Unix command.

As far as I know, there is no required way to organize your computer. 
Here's an article I wrote on setting up a Windows box to be an OSG dev 
platform, but it doesn't go into detail on the non-standard 
dependencies. I imagine you can put them anywhere you wish, then 
configure CMake to find them (that's how most OSG-related projects work).

http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3


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Re: [osg-users] osgManipulator.AntiSquish

2009-06-08 Thread Robert Osfield
HI Rene,

Could you post the whole modified file, thanks,
Robert.

2009/6/8 René Molenaar megamillerz...@gmail.com:
 I reconfirm this same issue in 2.8.1

 The solution is simple (AntiSquish.cpp line 149) :

     // Position
     if (_usePosition)
     unsquished.postMult(_position);
     else
     unsquished.postMult(_pivot);

 should be

     // Position
     if (_usePosition)
     unsquished.postMultTranslate(_position);
     else
     unsquished.postMultTranslate(_pivot);

 if needed i can attach a complete file.

 have a good one,

 Rene

 2009/2/23 Robert Osfield robert.osfi...@gmail.com

 Hi Jonathan,

 This is correct place to report bugs.  I've just ran osgmanipulaor and
 see the that tabs rendering is indeed wrong.  I have briefly looked at
 the svn logs and haven't spotted the cause of this regression yet.
 It's end of day here so I'll look into this tomorrow.

 Robert.

 On Mon, Feb 23, 2009 at 5:21 PM, Lewis, Jonathan
 jle...@integrity-apps.com wrote:
  Hi,
 
  The behavior of osgManipulator::AntiSquish seems to have changed between
  releases 2.6.1 and 2.8.0.  I'm not sure what is happening differently in
  the
  matrix math, but you can see the result on the TabBoxDragger by firing
  up
  the standard osgManipulator example.  The dragger's corner tabs are no
  longer in the corners.
 
  As a test I replaced the v2.8 AntiSquish node with the v2.6.1 AntiSquish
  in
  the TabPlaneDragger, and things looked right again.
 
  Btw, is this the right place to put a bug report like this?
 
  Thanks,
  -Jonathan Lewis
 
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Re: [osg-users] osgManipulator.AntiSquish

2009-06-08 Thread René Molenaar
Sure,

here is the complete modified file osgManipulator/AntiSquish.cpp
from OpenSceneGraph-2.8.1

The bug is as described above:
The dragger's corner tabs are no longer in the corners.

this fix places the cornertabs back in the corners.
(the manipulator does not make sense otherwise).

Grtz,

René


2009/6/8 Robert Osfield robert.osfi...@gmail.com

 HI Rene,

 Could you post the whole modified file, thanks,
 Robert.

 2009/6/8 René Molenaar megamillerz...@gmail.com:
  I reconfirm this same issue in 2.8.1
 
  The solution is simple (AntiSquish.cpp line 149) :
 
  // Position
  if (_usePosition)
  unsquished.postMult(_position);
  else
  unsquished.postMult(_pivot);
 
  should be
 
  // Position
  if (_usePosition)
  unsquished.postMultTranslate(_position);
  else
  unsquished.postMultTranslate(_pivot);
 
  if needed i can attach a complete file.
 
  have a good one,
 
  Rene
 
  2009/2/23 Robert Osfield robert.osfi...@gmail.com
 
  Hi Jonathan,
 
  This is correct place to report bugs.  I've just ran osgmanipulaor and
  see the that tabs rendering is indeed wrong.  I have briefly looked at
  the svn logs and haven't spotted the cause of this regression yet.
  It's end of day here so I'll look into this tomorrow.
 
  Robert.
 
  On Mon, Feb 23, 2009 at 5:21 PM, Lewis, Jonathan
  jle...@integrity-apps.com wrote:
   Hi,
  
   The behavior of osgManipulator::AntiSquish seems to have changed
 between
   releases 2.6.1 and 2.8.0.  I'm not sure what is happening differently
 in
   the
   matrix math, but you can see the result on the TabBoxDragger by firing
   up
   the standard osgManipulator example.  The dragger's corner tabs are no
   longer in the corners.
  
   As a test I replaced the v2.8 AntiSquish node with the v2.6.1
 AntiSquish
   in
   the TabPlaneDragger, and things looked right again.
  
   Btw, is this the right place to put a bug report like this?
  
   Thanks,
   -Jonathan Lewis
  
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/
//osgManipulator - Copyright (C) 2007 Fugro-Jason B.V.

#include osgManipulator/AntiSquish

using namespace osgManipulator;

namespace
{
class AntiSquishCallback: public osg::NodeCallback
{
public:
AntiSquishCallback(AntiSquish* asq) : osg::NodeCallback(), _antiSquish(asq) {}
virtual ~AntiSquishCallback() {};

virtual void operator() (osg::Node*, osg::NodeVisitor* nv)
{
// Get the node path.
osg::NodePath np = nv-getNodePath();

// Remove the last node which is the anti squish node itself.
np.pop_back(); 

// Get the accumulated modeling matrix.
osg::Matrix localToWorld = osg::computeLocalToWorld(np);

// compute the unsquished matrix.
bool flag = false;
osg::Matrix _unsquishedMatrix = _antiSquish-computeUnSquishedMatrix(localToWorld, flag);
if (flag)
_antiSquish-setMatrix(_unsquishedMatrix);
}

protected:
AntiSquish* _antiSquish;
};

}

AntiSquish::AntiSquish() : _usePivot(true), _usePosition(false)
{
_asqCallback = new AntiSquishCallback(this);
setUpdateCallback(_asqCallback);
}

AntiSquish::AntiSquish(const osg::Vec3d pivot) : _pivot(pivot), _usePivot(true), _usePosition(false)
{
_asqCallback = new AntiSquishCallback(this);
setUpdateCallback(_asqCallback);
}

AntiSquish::AntiSquish(const osg::Vec3d pivot, const osg::Vec3d pos)
: 

Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly

Robert Osfield wrote:

Hi Jason,

Your rant shows you didn't grasp the point of my earlier email.
  


And your responses show that you didn't grasp the point of mine.

You seem to still be under the impression that I expect you to continue 
supporting CMake 2.4.5, no matter what.  Let me be clear here:


*If you don't want to support CMake 2.4.5 anymore, then by all means 
don't support it*


As I said, we don't have any money to pay you.  If you consider it too 
expensive to maintain, then drop it.  We'll be fine with 2.8.0 until we 
can get a newer version of CMake.  I personally find it hard to believe 
that maintaining RHEL 5 support is any harder than maintaining, say, 
IRIX support, but I'm not the one doing the maintenance, so what I 
believe is irrelevant.


If support for CMake 2.4.5 is contingent upon me alone testing every 
release that you put out, I cannot make any promises to do that.  I'll 
do what I can, but I cannot guarantee anything.  I like my job, and I 
intend to keep it.


I've already said that I'll try to set up a CDash target for the trunk 
here in the lab.  Hopefully that's enough to satisfy your needs.


As far as gratitude, look, I'm not looking for a trophy or anything.  I 
just think that your contributors should be given a little respect.  I 
just thought you were out of line with the way you characterized me in 
your last e-mail.  You made it sound like I'm taking OSG and using it 
and expecting you to handle all my needs without me giving anything 
back.  Nothing could be farther from the truth, and I just didn't 
appreciate being painted in that light.


I could say more, but I'd rather see this thread die.  It's stressing me 
out.


--J

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Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Robert Osfield
Hi Jason,

On Mon, Jun 8, 2009 at 4:35 PM, Jason Dalyjd...@ist.ucf.edu wrote:
 And your responses show that you didn't grasp the point of mine.

Um it was mostly a rant...

 You seem to still be under the impression that I expect you to continue
 supporting CMake 2.4.5, no matter what.  Let me be clear here:

 *If you don't want to support CMake 2.4.5 anymore, then by all means don't
 support it*

I have already said that if CMake 2.4.5 is possible without causing
problem then I'm happy to see us support CMake 2.4.5.  The key point
is that if you want this support you (as in all users users using this
out of date CMake version) have to be pro-active in making sure that
there aren't any build regressions.

 As I said, we don't have any money to pay you.  If you consider it too
 expensive to maintain, then drop it.

It's only expensive because CMake 2.4.5 users aren't being pro-active
in testing.  It's repeated stable/release candidates that are really
really expensive.   When you don't test till after a stable release
has gone out then it's very much in the really expensive bracket.

The fact that stuff that could have easily been caught by end users
testing in release candidates of 2.8.1 is what pisses me off, all my
repeated calls for testing and the time I gave the community it seems
wasn't enough.  There are quite a few users who do make the effort,
these are the hero's of the community, others who waited till it after
the release are the ones who effectively casting all their efforts in
vain, as we're reset back to square one with a new series of
2.8.2-rc's and final 2.8.2 now required.

 If support for CMake 2.4.5 is contingent upon me alone testing every release
 that you put out, I cannot make any promises to do that.  I'll do what I
 can, but I cannot guarantee anything.  I like my job, and I intend to keep
 it.

We'll if you and others who want CMake 2.4.5 support can't afford to
make sure the OSG releases build it then there is nothing I can do.
If we don't know about problems we can't fix them.

 I've already said that I'll try to set up a CDash target for the trunk here
 in the lab.  Hopefully that's enough to satisfy your needs.

This will be a major step forward, having a nightly build of svn/trunk
and the latest stable branch (OpenSceneGraph-2.8) is one of the most
effectively ways of catching problems early.

It's not a total replacement for actual human testing though, whether
something compiles or not is only part of the story, we also need to
know if the OSG actual runs well against peoples applications prior to
releases.

 As far as gratitude, look, I'm not looking for a trophy or anything.  I just
 think that your contributors should be given a little respect.

I do appreciate your contributions, but that won't mean that I will
shy away from calling out problems when I see them.  The build problem
was minor problem easily dealt with, but the lack of community testing
prior to a release is a big problem here - as fixing problems after
releases is far more expensive, both for me and all those who
contribute to getting releases out the door.

Robert.
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Re: [osg-users] build errors with 2.8.1

2009-06-08 Thread Jason Daly

Robert Osfield wrote:

Um it was mostly a rant...
  


Then you didn't read it.  There were quite a few intelligent points.  
Sure the first part was a rant (I'd call it a counter-rant to yours), 
but the rest were well-formed ideas.




I have already said that if CMake 2.4.5 is possible without causing
problem then I'm happy to see us support CMake 2.4.5.  The key point
is that if you want this support you (as in all users users using this
out of date CMake version) have to be pro-active in making sure that
there aren't any build regressions.
  


And I've said that I will do what I can, but I can't guarantee that I'll 
be able to test each and every time you make a release.  I'm sorry, my 
responsibilities at work come first.  Maybe there really are only two of 
us on this list, and our schedules just don't line up all the time.


This is the nature of OSS.  You can't rely on anyone for certain.  All I 
can say is that I'll do the best I can. 



I do appreciate your contributions, 


Even that little phrase means a lot coming from you.  Thank you.



but that won't mean that I will
shy away from calling out problems when I see them.  The build problem
was minor problem easily dealt with, but the lack of community testing
prior to a release is a big problem here - as fixing problems after
releases is far more expensive, both for me and all those who
contribute to getting releases out the door.
  


I understand that.  I'm just not sure how much more I can do than what 
I've already pledged.


--J

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[osg-users] ReaderWriter options for paged data

2009-06-08 Thread Max Bandazian
Hi,
I have some paged data with DDS textures, which require the ReaderWriter's
dds_flip option to be off, and some other data also with DDS textures that
require dds_flip to be on. Here's the problem:
The data can be loaded in any order, and if I e.g.
- set dds_flip off
- load the paged file
- set dds_flip on
- load the non-paged files,
the paged data has its textures upside down, since they're not loaded until
after dds_flip is back on.
Is there any way to associate some ReaderWriter options with a specific
file, or do something similar to allow paged data to load with different
options than the global settings?

Thanks,
Max Bandazian
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Re: [osg-users] ReaderWriter options for paged data

2009-06-08 Thread Thrall, Bryan
Max Bandazian wrote on Monday, June 08, 2009 12:09 PM:

 Hi,
 
 I have some paged data with DDS textures, which require the
ReaderWriter's
 dds_flip option to be off, and some other data also with DDS textures
that
 require dds_flip to be on. Here's the problem: The data can be loaded
in any
 order, and if I e.g.  
 - set dds_flip off
 - load the paged file
 - set dds_flip on
 - load the non-paged files,
 the paged data has its textures upside down, since they're not loaded
until
 after dds_flip is back on. 
 
 Is there any way to associate some ReaderWriter options with a
specific file,
 or do something similar to allow paged data to load with different
options
 than the global settings?  
 
 Thanks,
 Max Bandazian

You can attach an osgDB::Options object with the appropriate options
string to the PagedLOD that loads the textures (see
osg::PagedLOD::setDatabaseOptions()).

-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Christopher Wang
Hi,
Thanks guys, I actually have.  I've been working with C# from the last 2+ 
years, so I guess I'm pretty rusty with C++.  I did my configure with OSG, ran 
fine.  When I do my make I get OpenGL errors.  Any ideas on how to setup my 
linking on it?

Some of the may pages of errors:
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2a1): undefined reference to 
`_glTexGendv'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2b8): undefined reference to 
`_glTexGendv'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2d2): undefined reference to 
`_glTexGendv'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2f1): undefined reference to 
`_glTexGendv'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x30d): undefined reference to 
`_glTexGeni'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x329): undefined reference to 
`_glTexGeni'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x340): undefined reference to 
`_glTexGeni'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x35c): undefined reference to 
`_glTexGeni'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x391): undefined reference to 
`_glTexGeni'
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x3ad): more undefined references 
to `_glTexGeni' follow
CMakeFiles/osg.dir/TexMat.o:TexMat.cpp:(.text+0x1a): undefined reference to 
`_glMatrixMode'

Any newb help would be great!
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] ReaderWriter options for paged data

2009-06-08 Thread Max Bandazian
That looks like exactly what I need; unfortunately my project isn't up to
2.8.1 yet, so I don't have that method. There's no way to plug in my own
PagedLOD class, is there?

On Mon, Jun 8, 2009 at 1:15 PM, Thrall, Bryan bryan.thr...@flightsafety.com
 wrote:

 Max Bandazian wrote on Monday, June 08, 2009 12:09 PM:

  Hi,
 
  I have some paged data with DDS textures, which require the
 ReaderWriter's
  dds_flip option to be off, and some other data also with DDS textures
 that
  require dds_flip to be on. Here's the problem: The data can be loaded
 in any
  order, and if I e.g.
  - set dds_flip off
  - load the paged file
  - set dds_flip on
  - load the non-paged files,
  the paged data has its textures upside down, since they're not loaded
 until
  after dds_flip is back on.
 
  Is there any way to associate some ReaderWriter options with a
 specific file,
  or do something similar to allow paged data to load with different
 options
  than the global settings?
 
  Thanks,
  Max Bandazian

 You can attach an osgDB::Options object with the appropriate options
 string to the PagedLOD that loads the textures (see
 osg::PagedLOD::setDatabaseOptions()).

 --
 Bryan Thrall
 FlightSafety International
 bryan.thr...@flightsafety.com
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[osg-users] [forum] Ray tracing

2009-06-08 Thread Roland Leitner
Hi osg community,

my problem is as follows: I will generate a time of flight camera with
many rays in osg. Each ray measures the distance between the camera
origin point and the terrain in the camera coordinate frame. Camera
point and camera coordinate frame are moving with time.

I have tried it with los and it is working well for one ray. Using
more rays, the program is jerking. Now I have read, that it is possible
and better to use raytracing instead, but I have not found any example
code. Has anyone an example code for me!?!

Regards, Roland

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Re: [osg-users] How to apply LISPSM shadows to a scene with different shaders - Part 3

2009-06-08 Thread Michael Guerrero
Sorry, that link just isn't working at all for me.  Could you give me a 
different one or someone relay that information here?  

Thanks for your help,
Michael

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[osg-users] ImageStream with different sized images

2009-06-08 Thread Jason Beverage
Hi everyone,

I'm thinking about how to implement an ImageStream that could display
different images based on the status of the image.  For example, displaying
a Buffering image when data is being downloaded from Internet.

I'm using the setImage() function to alter the data of the underlying image,
and the issue I'm running into is that it resizes the image frames the size
of the first frame I send to the ImageStream.

For example, if I set a 256x256 image that says Loading... while the movie
data is being download from the Internet, once the frames start coming in at
say 640x480, they are all resized to 256x256 b/c that was the initial size
of the image.

I've looked at the osgimagesequence example and it does the same thing, all
the images are resized to size of the first image.

Is there a way to avoid this resize or am I going about this in a crazy
way?  :)

Thanks,

Jason
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Re: [osg-users] ReaderWriter options for paged data

2009-06-08 Thread Jason Daly

Max Bandazian wrote:
That looks like exactly what I need; unfortunately my project isn't up 
to 2.8.1 yet, so I don't have that method. There's no way to plug in 
my own PagedLOD class, is there?


I'm not sure if this will work, but you might look into a 
ReadFileCallback (look in osgDB/Registry)


--J


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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Alberto Luaces
Hi Christopher,

I would like to ask you first for your building environment (OSG version, 
compiler version, operating system, etc)

Regards,

Alberto


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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Andrew Cunningham
I am struggling with the same/similar issue. 

I want to set the transparency level dynamically ( the user has a slider) of a 
group in my scene. My understanding is that apart from setting the state 
GL_BLEND etc it is required to traverse/visit all of the nodes of the sub-graph 
setting the alpha component of each color value encountered to the requested 
alpha value. 

It just seems like such a common requirement I am surprised that there is not a 
NodeVisitor to do this? Or am I missing something here.

Andrew

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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Christopher Wang
Hi,
Good question, I have windows XP.
I'm using CYGWIN 1.5.25
GCC 3.4.4
and LibGlut 2.4.0
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly

Andrew Cunningham wrote:
I am struggling with the same/similar issue. 

I want to set the transparency level dynamically ( the user has a slider) of a group in my scene. My understanding is that apart from setting the state GL_BLEND etc it is required to traverse/visit all of the nodes of the sub-graph setting the alpha component of each color value encountered to the requested alpha value. 


It just seems like such a common requirement I am surprised that there is not a 
NodeVisitor to do this? Or am I missing something here.
  


I don't think it's really that common.  The easy way to do this is to 
organize your scene so that each object where you want to adjust 
transparency is contained in it's own subgraph.  Then, you just put an 
osg::Material at the root of that subgraph and vary the Alpha component 
of that material.  If you need to preserve the geometry colors, you can 
set the Material's color mode to DIFFUSE or AMBIENT_AND_DIFFUSE.


If I remember correctly, the original poster had a specific issue where 
he couldn't do this, or I would have given him the same advice.


--J
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[osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi, thanks to the gurus for all the excellent guidance you provide to us
lesser mortals..

 

I can likely mush my way through this but I wanted to ask the opinions of
the osg gurus on my design approach before getting mired down in a less
desirable approach.

 

We have a geometry graph that we want to render to two separate places:  (1)
a bitmap image for additional automated analysis or use downstream in a
shader (that will also render to a similarly sized memory image), and (2)
the window context that can show the progress on the display, but not
necessarily replicate exactly the underlying hi-resolution image in memory,
for performance reasons.  They'll probably have different resolutions, say
1024 x 1024 for the bitmap and whatever window size the user sets for the
display.  I'm thinking two separate cameras, and I've seen in the examples
(osg distortion?) where the bitmap is setup, and I've also seen in other
posts several discussions about multiple camera for multiple views.  Then,
I need to have these cameras under program control, say, iterating a
rotation angle in 1 deg increments, and iterating the distance over some
range and increment (or the corresponding camera position), drawing a frame
of each (and ultimately processing the resulting image with downstream
algorithms and code).  Real time frame rates are probably not a reasonable
expectation for this analyzer.

 

I want the view version to give low-res feedback about the progress and
correctness of the underlying hi-res memory image processing.

 

My questions are currently:

1.What's the best way to connect the two cameras so they're the same
position  orientation, only rendering to different targets (e.g., update
the matrix of one with the other using an update traversal, put both under a
transform node in a tree, etc.)?

2.   What's the best way to programmatically (vs TrackBallManipulator
default) control the camera, and/or switch between these methods?

 

Is my design sound, or should I pursue some other approach?  If the separate
window context with different resolution is a problematic design, I can let
go of that, but I think we're really pursuing the memory image processing
approach, ultimately needing a shader program and then finally combining two
memory bitmaps, respecting the transparency of one, analogous to some kind
of specially programmed x-ray view, then extract the transparent parts and
average the color of it.

 

Thanks,

Bob

 

 

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly

Bob Youmans wrote:


My questions are currently:

1.What’s the best way to connect the two cameras so they’re 
the same position  orientation, only rendering to different targets 
(e.g., update the matrix of one with the other using an update 
traversal, put both under a transform node in a tree, etc.)?




This sounds like a plain old osgViewer::Viewer with a slave camera is 
the way to go.  You control the viewpoint with the master camera, and 
both cameras render wherever you need them.  I think the osgsidebyside 
example may give you an idea how to set this up (it's not exactly what 
you're looking for, but a lot of the code is relevant).  osgprerender 
might also be relevant.



2.   What’s the best way to programmatically (vs 
TrackBallManipulator default) control the camera, and/or switch 
between these methods?




The most straightforward way to do this is with an UpdateCallback.  I 
think Paul Martz's OSG Quick Start Guide explains this pretty well.


--J

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[osg-users] building 2.8.1 with dcmtk

2009-06-08 Thread John Kelso

On Sat, 6 Jun 2009, Robert Osfield wrote:


Hi John,

Try removing your OpenSceneGraph/CMakeCache.text file and the re-run
./configure to see if that kicks CMake into properly checking all the
dependencies.

Also try disabling the aggressive warnings to see if that prevents gcc
spitting out errors when compiling against ITK.

Robert.



Hi,

I did both cmakes in empty directories, so there was no cache file to erase.
All other cmakes mentioned in this email were also run in empty directories.

Both times I got the same errors in InsightToolkit.

I reran the cmake that uses just DCMTK_DIR with an added
OSG_USE_AGGRESSIVE_WARNINGS=OFF and it built successfully.  OK!

I admit that this is a bit of a surprise, at least to me, as I wasn't
expecting compiler warnings to have an effect on compiler errors.

I reran cmake again without DCMTK_DIR and with OSG_USE_AGGRESSIVE_WARNINGS=OFF
and it also built successfully, so I'm not sure it DCMTK is ever used.

So I ran cmake one more time, in a clean directory, with both DCMTK_DIR and
OSG_USE_AGGRESSIVE_WARNINGS=OFF, and got the below in my CMake\* files.

CMakeCache.txt finds DCMTK, but the dicom plugin still refers to
InsightToolkit.

Does this help resolve what's going on?  Did I perhaps not install the DCMTK
components that he dicom plugin needs?

Thanks again,

John


find . -name CMake\* | xargs grep -i dcmtk

./CMakeCache.txt://Root of DCMTK source tree (optional).
./CMakeCache.txt:DCMTK_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x
./CMakeCache.txt:DCMTK_ROOT_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include
./CMakeCache.txt:DCMTK_config_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include/dcmtk/config
./CMakeCache.txt:DCMTK_dcmdata_INCLUDE_DIR:PATH=DCMTK_dcmdata_INCLUDE_DIR-NOTFOUND
./CMakeCache.txt:DCMTK_dcmdata_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmdata/libsrc/libdcmdata.a
./CMakeCache.txt:DCMTK_dcmimgle_INCLUDE_DIR:PATH=DCMTK_dcmimgle_INCLUDE_DIR-NOTFOUND
./CMakeCache.txt:DCMTK_dcmimgle_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmimgle/libsrc/libdcmimgle.a
./CMakeCache.txt:DCMTK_dcmnet_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmnet/libsrc/libdcmnet.a
./CMakeCache.txt:DCMTK_imagedb_LIBRARY:FILEPATH=DCMTK_imagedb_LIBRARY-NOTFOUND
./CMakeCache.txt:DCMTK_ofstd_INCLUDE_DIR:PATH=DCMTK_ofstd_INCLUDE_DIR-NOTFOUND
./CMakeCache.txt:DCMTK_ofstd_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/ofstd/libsrc/libofstd.a
./CMakeCache.txt://Advanced flag for variable: DCMTK_DIR
./CMakeCache.txt:DCMTK_DIR-ADVANCED:INTERNAL=1



find . -name CMake\* | xargs grep -i insighttoolkit

./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Review
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Patented
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities/vxl/core
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities/vxl/vcl
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities/DICOMParser
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities/NrrdIO
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Utilities/MetaIO
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/SpatialObject
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Numerics/NeuralNetworks
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Numerics/Statistics
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Numerics/FEM
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/IO
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Numerics
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/gdcm/src
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/expat
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Common
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/BasicFilters
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit/Algorithms
./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:  
/usr/include/InsightToolkit
./CMakeCache.txt:// root of the build tree, or PREFIX/lib/InsightToolkit for an
./CMakeCache.txt:ITK_DIR:PATH=/usr/lib/InsightToolkit




Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi,

about the view and slave cameras, i got it, thanks.  one is the lo-res view for 
the GUI and the other is the hi-res (prerender) view for the memory bitmap.  
does it matter for the master/slave status for prerender vs the displayed 
camera.  Also, how does one turn these on/off? is that easy to control?
... 

Thank you!

Cheers,
Bob

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi,

regarding matrixmanipulators, almost all the example have TrackBallManipulator 
as the view's manipulator, separater from the cameras.  So, if i have an update 
callback on a camera to set its (and its slave) position and orientation, how 
does that interact with a trackballmanipulator.  can i remove it from the view 
and add it back? can i easily toggle on/off the trackballmanipulator, so i can 
control programmatic vs user control of these master/slave cameras?  that would 
be really nice.

Thank you!

Cheers,
Bob

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Re: [osg-users] How to apply LISPSM shadows to a scene withdifferent shaders - Part 3

2009-06-08 Thread Wojciech Lewandowski


Michael,

Sorry I am not sure whats going on but it looks like forum/osgmail server 
abbreviates this link somehow. I checked what I sent and it looks like part 
of link is missing.  I attach this link as text file. I hope it will work 
now.


If text attachment gets mangled: Address is following (replace  COLON  
with : and each  SLASH with / )


http COLON SLASH SLASH www.mail-archive.com SLASH 
osg-users@lists.openscenegraph.org SLASH msg26683.html


I hope this goes right this time.

Wojtek



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From: Michael Guerrero mjgue...@nps.edu
Sent: Monday, June 08, 2009 6:45 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to apply LISPSM shadows to a scene 
withdifferent shaders - Part 3


Sorry, that link just isn't working at all for me.  Could you give me a 
different one or someone relay that information here?


Thanks for your help,
Michael

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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Christopher Wang
Hi,
Side note, these are the steps I am to build it.

 
 How to build under Unices (MinGW and Cygwin users: see Windows)
 
 With CMake you can build the OSG libraries and executables in the source 
 directory and have the files placed in the lib and bin directories, or 
 you can build out of source. In this case the whole build system, 
 intermediate files and final binaries are built in a separate directory. 
 Building out of source is very useful when you need to build multiple 
 targets, such as 32-bit and 64-bit or Release versus Debug. You can also 
 share your source directories across the network and have several platform 
 builds sitting alongside each other, as an out of source build keeps the 
 source tree completely clean. In general, CMake strongly recommends and 
 promotes building out of source.
 
 Note: If you do build in-source, changing your mind later to build 
 out-of-source will require you to manually purge CMake cache files in your 
 source tree, otherwise CMake will get confused.
 
 Using CMake on Unix is done from the command-line. Either use the command 
 cmake, which just directly creates the build system, or use ccmake. The 
 latter provides a text-based user interface that opens up in the console that 
 allows you to adjust options. You can also use make edit_cache, once the 
 build system is built if you wish. (Wiki editing note: what does edit_cache 
 do?)
 
 Building out-of-source (recommended):
 
 # Assuming we're in the directory where the OSG sources 
 # are unpacked (usually as the directory OpenScenGraph)
 mkdir build_OpenSceneGraph
 cd build_OpenSceneGraph
 ccmake ../OpenSceneGraph
 # Set build options in the user-interface
 # Press 'c' to configure, possible multiple times
 # Press 'g' to generate make-files
 make
 sudo make install
 cd ..
 

It fails on the make step.
... 

Thank you!

Cheers,
Christopher

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[osg-users] ArgumentParser issues on Windows?

2009-06-08 Thread Butler, Lee Mr CIV USA USAMC
The following code works on Linux/Mac but not Windows.  Is there
something I should realize about ArgumentParser and ApplicationUsage?
Maybe it's some Windows/VS2008 thing I've missed? 

-
#include osg/ArgumentParser
#include string

int main(int argc, char * argv[])
{
std::string name(Fred);
osg::ArgumentParser arguments(argc, argv);
osg::ApplicationUsage *au;

au = arguments.getApplicationUsage();

// the next two lines cause runtime errors on Window
au-setApplicationName(name);
std::string cmdLineName = arguments.getApplicationName();
return 0;
}
-

The au-setApplicationName(name) line gives the error:

Unhandled exception at 0x76bc42eb foo.exe MicrosoftC++ exception:
std::bad_alloc at memory location 0x0018f37c..

commenting that line out results in the next line producing:

arguments.getApplicationName() causes Unhandled Exception at
0xHexAddress in foo.exe 0xC005: Access violation reading location
0xccc0.

This is setup as a Windows Console App in VS2008.

I can set a breakpoint on the first line and see that argv[0] and argc
are set reasonably.

Stepping forward I note that the constructor for ApplicationUsage
doesn't initialize _applicationName.  Visual Studio debugger notes Bad
Ptr on au-_applicationName before the call to:   

au-setApplicationName(name)

Odd since _applicationName is declared:

std::string _applicationName;

Lee

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[osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Christopher Wang
Hi,
  I hope nobody minds me spawing another thread on this question, but I think 
I've moved onto a new question.

I am trying to Compile OSG and I'm getting some OpenGL issues.
My system:
CYGWIN 1.5.25 
GCC 3.4.4 
LibGlut 2.4.0 

some of the many pages of errors
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2a1): undefined reference to 
`_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2b8): undefined reference to 
`_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2d2): undefined reference to 
`_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2f1): undefined reference to 
`_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x30d): undefined reference to 
`_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x329): undefined reference to 
`_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x340): undefined reference to 
`_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x35c): undefined reference to 
`_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x391): undefined reference to 
`_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x3ad): more undefined references 
to `_glTexGeni' follow 
CMakeFiles/osg.dir/TexMat.o:TexMat.cpp:(.text+0x1a): undefined reference to 
`_glMatrixMode' 

I'm pretty rusty on C++.  Any work around solutions?
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Andrew Cunningham
Adjusting the material color alpha will work for some geometries but I have 
other  geometries where each vertex has a BIND_PER_VERTEX color ( think of a 
contour plot of a value), so I would still need to adjust the alpha of each 
vertex color.

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[osg-users] 2.8.1 Image::readPixels and packing.

2009-06-08 Thread Andrew Cunningham
Image::readPixels() resets the packing of it's Image to 1. It should either 
take a packing parameter or respect the existing packing by passing _packing to 
allocateImage

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[osg-users] Layer Opacity using TexEnvCombine

2009-06-08 Thread Jason Beverage
Hi all,

I'm trying to figure out a way to modify layer opacity using TexEnvCombine
that takes into account the underlying alpha channel of a texture.

The osgFX::MultiTextureControl does very close to what I'm looking to do,
but doesn't take into account the fact that the underlying texture may
contain transparency (like a road overlay).

From my understanding of texenvcombine, I can either use a constant color or
SRC_ALPHA as an operand, but not a combination of both.  I really want a way
to use SRC_ALPHA scaled by some user defined opacity value (0 to 1).

Does anyone know of a way to accomplish this?  I know how to accomplish this
using a glsl shader, but can't quite figure out how to do it with
texenvcombine.

Thanks!

Jason
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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-08 Thread Jason Daly

Andrew Cunningham wrote:

Adjusting the material color alpha will work for some geometries but I have 
other  geometries where each vertex has a BIND_PER_VERTEX color ( think of a 
contour plot of a value), so I would still need to adjust the alpha of each 
vertex color.
  


Actually you don't (unless you need a different alpha for each vertex).  
Normally, the material's settings will override the color array values.  
However, if you set the Material's color mode to some value other than 
NONE, the material color for that element (AMBIENT, DIFFUSE, 
AMBIENT_AND_DIFFUSE, SPECULAR, or EMISSION) will be replaced by the 
vertex color.  Unless you doing something fancy, you can typically set 
the color mode to AMBIENT_AND_DIFFUSE, which lets you make use of your 
vertex colors, but vary the alpha as you need to.


Look in the red book, or the glColorMaterial man page for more info.

--J

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly

Bob Youmans wrote:

Hi,

about the view and slave cameras, i got it, thanks.  one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap.  does it matter for the master/slave status for prerender vs the displayed camera.  


I don't believe it will matter for what you've described so far.  
Depending on how your application will work, you might prefer to have 
one or the other view be the master.




Also, how does one turn these on/off? is that easy to control?
  


I believe you can turn cameras on/off by using their node mask (set to 
0x for on, and 0x for off).


--J

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Jason Daly

Bob Youmans wrote:

Hi,

regarding matrixmanipulators, almost all the example have TrackBallManipulator 
as the view's manipulator, separater from the cameras.  So, if i have an update 
callback on a camera to set its (and its slave) position and orientation, how 
does that interact with a trackballmanipulator.


Typically, you don't want to have both a manipulator and an update 
callback controlling the camera.




 can i remove it from the view and add it back? can i easily toggle on/off the 
trackballmanipulator, so i can control programmatic vs user control of these 
master/slave cameras?  that would be really nice.
  


If you look at the osgviewer source, there's an example of how to switch 
between manipulators on the fly using a KeySwitchMatrixManipulator.  
Instead of an update callback, you can also just write a simple matrix 
manipulator to control the camera in the way you described earlier.  
Then you'll be able to switch between them pretty easily.


--J

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Jason Daly

Christopher Wang wrote:

Hi,
  I hope nobody minds me spawing another thread on this question, but I think 
I've moved onto a new question.

I am trying to Compile OSG and I'm getting some OpenGL issues.
My system:
CYGWIN 1.5.25 
GCC 3.4.4 
LibGlut 2.4.0 


some of the many pages of errors
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2a1): undefined reference to `_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2b8): undefined reference to `_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2d2): undefined reference to `_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x2f1): undefined reference to `_glTexGendv' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x30d): undefined reference to `_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x329): undefined reference to `_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x340): undefined reference to `_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x35c): undefined reference to `_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x391): undefined reference to `_glTexGeni' 
CMakeFiles/osg.dir/TexGen.o:TexGen.cpp:(.text+0x3ad): more undefined references to `_glTexGeni' follow 
CMakeFiles/osg.dir/TexMat.o:TexMat.cpp:(.text+0x1a): undefined reference to `_glMatrixMode' 


I'm pretty rusty on C++.  Any work around solutions?
  


Did you install the OpenGL package when you installed Cygwin?  All of 
the missing functions there are OpenGL functions.


--J

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Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-08 Thread Jason Daly

Jason Beverage wrote:

Hi all,

I'm trying to figure out a way to modify layer opacity using 
TexEnvCombine that takes into account the underlying alpha channel of 
a texture.


Do you mean if unit 1's texture has transparency, you want that to show 
through to unit 0's texture?





The osgFX::MultiTextureControl does very close to what I'm looking to 
do, but doesn't take into account the fact that the underlying texture 
may contain transparency (like a road overlay).


From my understanding of texenvcombine, I can either use a constant 
color or SRC_ALPHA as an operand, but not a combination of both.


It sounds like you need three parameters combined (2 texture colors and 
a user-defined parameter), so your only hope is the INTERPOLATE mode for 
the alpha values (INTERPOLATE is the only combiner operation that takes 
three parameters).  Try this:


tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
tec-setSource1_RGB(osg::TexEnvCombine::TEXTURE1);
tec-setCombine_RGB(osg::TexEnvCombine::MODULATE);

tec-setConstantColor(osg::Vec4(1.0, 1.0, 1.0, userDefinedAlpha));
tec-setSource0_Alpha(osg::TexEnvCombine::TEXTURE0);
tec-setSource1_Alpha(osg::TexEnvCombine::TEXTURE1);
tec-setSource2_Alpha(osg::TexEnvCombine::CONSTANT);
tec-setCombine_Alpha(osg::TexEnvCombine::INTERPOLATE);

I just made this up, so I have no idea if it will work or not.  It might 
not be the only possibility, either, but it's all I can think of right now.


--J

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Christopher Wang
Hi,
I did, I installed free glut.  I got a small opengl program compiling.  Perhaps 
something is missing from the configure script?
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-08 Thread Philip Lowman
On Mon, Jun 8, 2009 at 8:54 PM, Christopher Wang cwang7...@hotmail.comwrote:

 Hi,
 I did, I installed free glut.  I got a small opengl program compiling.
  Perhaps something is missing from the configure script?
 ...


I don't really use Cygwin much but I do have it installed here.  Could you
try the following...

Instead of configure type
$ ccmake --version
(and tell us the version... then run)

$ ccmake .

Hit c to configure
Hit t to toggle advanced mode

Search down until you find OPENGL_INCLUDE_DIR, OPENGL_gl_LIBRARY, and
OPENGL_glu_LIBRARY.  What are their values?

Mine are (respectively):
/usr/include/w32api
/usr/lib/w32api/libopengl32.a
/usr/lib/w32api/libglu32.a

-- 
Philip Lowman
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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Mike Wozniewski
It's probably osgViewer::CompositeViewer that you want, not 
osgViewer::Viewer. There's an example in the source. That way you create 
two different osgViewer::Views, and each can have it's own manipulator. 
The control is up to you, but if you want automated rotations and 
panning, I usually use NodeTrackerManipulator instead of 
TrackBallManipulator. I just create a PositionAttitudeTransform 
somewhere in my scene that represents the camera position, and animate 
it in a callback like Jason suggests.


-Mike

Jason Daly wrote:

Bob Youmans wrote:


My questions are currently:

1.What’s the best way to connect the two cameras so they’re 
the same position  orientation, only rendering to different targets 
(e.g., update the matrix of one with the other using an update 
traversal, put both under a transform node in a tree, etc.)?




This sounds like a plain old osgViewer::Viewer with a slave camera is 
the way to go.  You control the viewpoint with the master camera, and 
both cameras render wherever you need them.  I think the osgsidebyside 
example may give you an idea how to set this up (it's not exactly what 
you're looking for, but a lot of the code is relevant).  osgprerender 
might also be relevant.



2.   What’s the best way to programmatically (vs 
TrackBallManipulator default) control the camera, and/or switch 
between these methods?




The most straightforward way to do this is with an UpdateCallback.  I 
think Paul Martz's OSG Quick Start Guide explains this pretty well.


--J



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