Re: [osg-users] NodeTrackerManipulator how to

2009-06-19 Thread Vincent Bourdier
Hi Allen,

see osgplanets example to have a implementation of the
nodeTrackerManipulator.

Hope this can help.

Regards,
   Vincent.

2009/6/18 Allen Saucier allen.sauc...@itt.com

 Hi,

 I am trying to use the nodetrackermanipulator and I am certainly doing
 something wrong.  Does anyone know of an example on how to use this class?

 Here is the code that I am using to setup a node tracker manipulator to
 follow a node. But I can not even get the tracker to follow the node.

 If you know, could someone tell me what I'm missing?


 osgGA::NodeTrackerManipulator::TrackerMode trackerMode =
 osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
 osgGA::NodeTrackerManipulator::RotationMode rotationMode =
 osgGA::NodeTrackerManipulator::TRACKBALL;
 osg::ref_ptr osgGA::NodeTrackerManipulator  tm = new
 osgGA::NodeTrackerManipulator;
 tm-setTrackerMode(trackerMode);
 tm-setRotationMode(rotationMode);
 tm-setMinimumDistance(50.0);
 tm-setTrackNode(p_pognNodeToFollow);
 tm-setHomePosition(p_ov3dEye,  p_ov3dFocus,
  p_ov3dUp,  false);

 view-setCameraManipulator(tm.get());

 Thanks!!
 (p.s. And I've no idea why I wouldn't want the manipulator to auto calc the
 home position. That's just some code I found stumbling around the net.
 And the proper brackets are around the osgGA::NodeTrackerManipulator in the
 ref_ptr it's just that the brackets are interpreted so I removed them for
 this post.)

 
 Allen

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi

I have no longer moving waves in latest SVN .

adrian

2009/6/19 Ümit Uzun umituzu...@gmail.com

 Hi Kim,

 There is strange view as you can see from osgOcean_Artifact.jpg Is this
 artifact or what?

 And when creating VisualStudio solution, Cmake doesn't create osgOcean's
 Header Files folder which is created for oceanExample as you can see from
 osgOcean_Classes.jpg This make the solution panel look messy.


 Regards.

 2009/6/18 Kim C Bale k.b...@hull.ac.uk

 Hi Umit,

 Yes, apparently samplerRect has been depreciated. Ulrich flagged this one
 on OSX and corrected it.

 I guess some glsl compilers are more fussy than others.

 Glad you got it working.

 Kim.

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
 Sent: Thu 18/06/2009 12:36
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


 Hi Kim,

 Actually I am sorry for not thinking it can be the svn adress :)
 You make the really good magic. It works perfect without any error as you
 can see from the attached screenshot:) Thanks so much :) But there is some
 dots flickering as JS and Martins's said about. And it's not problem I think
 :) This is really really good application.

 What did you do? You have only changed samplerRect to sampler2D?

 Regards and Congratulations :)


 2009/6/18 Kim C Bale k.b...@hull.ac.uk


Hi Umit,



Sorry use



 svn checkout
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only
 
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only
 



or grab a copy of the tortoise client to download it.



Regards,



Kim.



From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





Hi Kim,

Thanks you so much. But prompted screen wants username and password
 from me?

Regards.

2009/6/18 Kim C Bale k.b...@hull.ac.uk

Hi Umit,



I've just applied a patch that should solve the samplerRect issue
 for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:



 https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
 https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/







Regards,



Kim.



From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really
 need new version GPU. This is only solution which will resolve kind of these
 problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

Martins, J-S,


Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me,
 possibly a corner piece. I must have been trying to ignore it as it's a
 nightmare to debug that bit of code. I'll log it, but it could take a while
 to find that blighter.


If you disable godrays, silt and dof (basically disable all
 underwater
effects) then go underwater, you'll see a black like at the
 horizon. it
looks like fog is not being applied for a line of pixels at the
 horizon.

I think this is a fogging issue, the wave tops are probably going
 over the fog line and exposing unfogged geometry. Shouldn't be too bad that
 one.

Cheers all.


Kim.





From: osg-users-boun...@lists.openscenegraph.org on behalf of
 Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

 Here you go.  If you zoom in to 400% or so you can see 3
 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

   Sorry if this comes through twice, looks like the first one
 was too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of
 like
 you get if you had a bad DVI cable going to your monitor.

 Could you post a screen shot of that? Does sound a like it 

Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

VS 2003 - build error with ogr plugin
VS 2005 - build ok

-- Build started: Project: Plugins ogr, Configuration: Release Win32
--

Compiling...
ReaderWriterOGR.cpp
ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
identifier 'CPLOSGErrorHandler'
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImplVT' being
compiled
with
[
VT=osg::Vec3f
]
ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type
'void'
ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
should return a value; 'void' return type assumed

Build log was saved at
file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm
Plugins ogr - 2 error(s), 1 warning(s)

regards
adrian

2009/5/12 Robert Osfield robert.osfi...@gmail.com

 On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
  Hi Robert,
 
  Which OGR Version does the plugin use? Or does it need the OGR Frame work
  installed.

 I've alway got OGR as part of GDAL, the current version of GDAL I have
 is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
 on this.

 You haven't specified either the version or the error you are getting.
  There really isn't much we can do on your behalf without more info
 about how/where you got OGR from.

 Robert.
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre Bourdin (gmail)
Hi Kim, J-S,

I've run the osgOcean_debug and got the dump.
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug

I've made an archive including a screenshot the tiles that were created
and the debug file.

I've made 2 runs, one with libfftss  libfftw3f but it does not change
anything about the problem...

Ah, and I've made some tests on another machine, with a diiferent
Graphic card (Quadro 4600): the waves are working well, but I've a
trouble when diving underwater... When I reach the water surface, the
view is flickering until I'm completely underwater... Has someone else
experience the same effect ?

Hoping it will be helpful.

Pierre.
Le jeudi 18 juin 2009 à 19:30 +0100, Kim C Bale a écrit :
 Roman, Pierre,
  
 
 Thank you for testing, the pictures were very helpful.
  
 Firstly Roman, do you get the same result as Pierre does? 
  
 Images at the bottom here: 
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
  
 This is pretty much my first time programming for multiple platforms so I'm 
 rather at a loss as to what could be causing it. My only thought is that 
 perhaps your compilers are doing something that the .net compiler isn't. 
  
 If you could tell me which compiler you use that might be shed some light on 
 it.
  
 What I've done is created a version of the library and dumps a load of 
 variables to file. This should at least point to the general area of the 
 fault. 
  
 So if you could find the time to download the version of osgOcean found here:
  
 http://osgocean.googlecode.com/svn/branches/osgOcean-1.0-debug/
  
 Run it and fly around for a about 10 seconds. Then send me the file called 
 osgOcean_debug.txt that it dumps out I would be extremely grateful.
  
 
 Thanks guys.
  
 Kim.
 
  
 
 
 From: Pierre Bourdin (gmail) [mailto:bour...@imerir.com]
 Sent: Thu 18/06/2009 16:54
 To: osg-users@lists.openscenegraph.org
 Cc: Kim C Bale
 Subject: Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
 
 
 
 Hi Kim,
 I'm sorry to tell it is the same for me...
 
 I've compiled osgocean from svn trunk and tag 1.0 with
 fftss-3.0-20071031.tar.gz
 linked with OpenSceneGraph Library 2.9.4
 
 I've just made a simple run/shutdown log:
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean
 
 If you need more informations, tell me how I could help.
 
 Cheers,
 
 Pierre.
 
 Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit :
  Hi,
  I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn 
  trunk on Fedora 11 on GTX285 180.60 drivers
 
  Thank you!
 
  Cheers,
  Roman
 
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 Av. Pascot BP 90443
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 tél: 04 68 56 84 95
 fax: 04 68 55 03 86
 email: bour...@imerir.com
 
 
 
 
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 To view the terms under which this email is distributed, please go to 
 http://www.hull.ac.uk/legal/email_disclaimer.html
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Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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[osg-users] osgManipulator dragger switch

2009-06-19 Thread Dieter Pfeffer
Hi

could s.o. give me a short hint how I could attach different draggers to one
node and switch between these draggers ?


Thanks

Dieter

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Re: [osg-users] FFmpeg questions

2009-06-19 Thread Serge Lages
Hi Garrett,

Thanks for your answer. I've made some tests :

- setCullingActive(false) on my node as no effect, still too fast.
- I've also tried to let my video always on the screen, but I still start to
play it after an action, and it's still too fast during the same time than I
waited to play it...

On Thu, Jun 18, 2009 at 9:31 PM, Garrett Potts po...@cfl.rr.com wrote:

 Hello Serge:

 Hmm,  sounds like the object is getting culled out and so real time updates
 is delayed until it comes back into the scene?? I have not looked at the
 code but,if you are manually putting the object into the scene then try
 for fun to say setCullingActive(false); just to test this theory out.   This
 way if frustum culling is on or some higher level culling then it will
 ignore it for that object.


 Take care

 Garrett Potts

 On Jun 18, 2009, at 3:17 PM, Serge Lages wrote:

 Hi all,

 I have 2 questions about the ffmpeg plugin :

 - In the ReaderWriterFFmpeg.cpp file, line 76 a path variable is declared
 using the osgDB::findDataFile function to get the correct file name, but
 line 83, the old filename variable is used instead of path. This way,
 the dataPathList is not used to get the video file, is it normal ?

 - Currently, I load a video and put it on an object which is outside the
 screen (the video is in pause mode). After an action, this object slide into
 the screen and the video is played, but first the video is played too fast
 (maybe 2x or 4x) and after some seconds it comes back to the correct speed.
 To be more precise, if I wait 5 seconds before making my object slide into
 the screen and play the video, it will be too fast during 5 seconds, if I
 wait 2 seconds, it's too fast 2 seconds... Anyone knows what's the problem
 here ?

 I'am under WinXP, compile with VS8 and I took my version of FFmpeg here :

 http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
 My video is a .FLV with an audio stream.

 Thanks for your help !

 --
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 http://www.tharsis-software.com
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Re: [osg-users] How to test for anti-alias support

2009-06-19 Thread Robert Osfield
Hi Alex,

What OS, Hardware, drivers are you using?

Robert.

On Thu, Jun 18, 2009 at 8:24 PM, Pecoraro, Alexander
Nalexander.n.pecor...@lmco.com wrote:
 Is there a different or better way to test for anti-aliasing support than to
 just call osg::DisplaySettings::instance()-setNumMultiSamples() repeatedly
 with smaller and smaller values, which doesn’t seem to work for me anyway
 (so hopefully the answer is yes). I tried to have it set the number of multi
 samples and then call realize() on the viewer and if it failed to realize I
 have it try a smaller value for number of samples. What ends up happening is
 that it starts at 8, fails, then tries 4, which I know is supported by my
 video card so it should work and it appears to work, but the window opens
 and it is just black and nothing seems to render to it. So I’m wondering if
 my way of checking for anti-aliasing support is wrong. Here is the debug
 output from my attempts to make this work:



 Setting anti-aliasing samples to: 8

 GraphicsContext::registerGraphicsContext 0x8e4ff20

 Relaxing traits

 Error: Not able to create requested visual.

 close(1)0x8e4ff20

 close(0)0x8e4ff20

 GraphicsContext::unregisterGraphicsContext 0x8e4ff20

 Viewer::realize() - No valid contexts found, setting up view across all
 screens.

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::registerGraphicsContext 0x8e51e28

 Relaxing traits

 Error: Not able to create requested visual.

 close(1)0x8e51e28

 close(0)0x8e51e28

 GraphicsContext::unregisterGraphicsContext 0x8e51e28

   GraphicsWindow has not been created successfully.

 Viewer::realize() - failed to set up any windows



 Trying anti aliasing samples at 4

 Viewer::realize() - No valid contexts found, setting up view across all
 screens.

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::registerGraphicsContext 0x8e51e28

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::createNewContextID() creating contextID=0

 Updating the MaxNumberOfGraphicsContexts to 1

   GraphicsWindow has been created successfully.

 X window successfully opened



 So even though it appears that the “GraphicsWindow has been created
 successfully”, my app is not able to render anything into the window. The
 funny thing is that if I start with a number of multi-samples value of 4
 then everything works fine. Its only if I first test the realize() with a
 multi-samples value that is not supported by my card that makes subsequent
 valid multi-samples values not work.



 Any advice for how to fix this?



 Thanks.



 Alex

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Re: [osg-users] Help - Stereo Mode

2009-06-19 Thread Robert Osfield
Hi Manuel,

What exactly do you mean by distortion and views start overlapping
each other?  A screen shot is the best way to convey this.

What type of camera manipulator are you using in your scene?

Robert.

On Thu, Jun 18, 2009 at 11:12 PM, asdf asdfspamcorpeti...@gmail.com wrote:
 Hello,
 I'm working with a 3D model in openSceneGraph and I'm having difficulties
 configuring the Stereo Mode (Interlace).
  At first the vision of the scene is ok, but when I move through the scene
 it starts distorting and even if I go back to the orginal point the Stereo
 View stills distorted.  The distortion consists in: When we move forward (we
 use Traslation movements) the two eye views start overlapping each other.*

 I attach The corresponding code of activating Stereo Mode:

 osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::StereoMode::HORIZONTAL_INTERLACE);
 osg::DisplaySettings::instance()-setStereo(true);

 *About moving though the scene i  use the TrackballManipulator
 Excuse me for my english and Thank you ,

 Manuel García
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[osg-users] Impostor, Billboard Cloud, saving Texture to File

2009-06-19 Thread Benoît Bayol
Hey OSG Community :)

I am coding an algorithm based on billboard clouds described in this article 
http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some 
problems for managing the creation of texture files.

I have read to osghud, osgprerender and osgsim::impostor code. I am able to 
create my own impostor thanks to a camera in Ortho2D mode and FBO to a texture 
2D renderered on a quad.


Code:

  //Initialisation of camera with alpha
  osg::Camera* camera = new osg::Camera;
  camera-setClearColor(osg::Vec4(1.0f,0.0f,0.0f,0.0f));
  camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  const osg::BoundingSphere bs = myModel-getBound();

  //Creating texture
  osg::Texture2D * texture = new osg::Texture2D;
  float textureWidth = 1024;
  float textureHeight = 1024;
  texture-setTextureSize(textureWidth, textureHeight);
  texture-setInternalFormat(GL_RGBA);
  texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
  texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
  
  //Creating quad geometry
  osg::Geometry * polyGeom = CreateQuadGeometry(myModel);
  
  //Linking texture with geometry
  osg::StateSet* stateset = polyGeom-getOrCreateStateSet();
  stateset-setTextureAttributeAndModes(0, texture ,osg::StateAttribute::ON);
  
  //Creating the geode and adding my quad
  osg::Geode* geode = new osg::Geode();
  geode-addDrawable(polyGeom);
  
  //Adding group with my geode and camera
  osg::Group * parent = new osg::Group;
  parent-addChild(geode);
  parent-addChild(camera);
 
  //Configuring Ortho projection and FBO for camera
  
camera-setProjectionMatrixAsOrtho2D(-bs.radius(),bs.radius(),-bs.radius(),bs.radius());
  camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  
camera-setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
  camera-setViewport(0,0,textureWidth,textureHeight);
  camera-setRenderOrder(osg::Camera::PRE_RENDER);
  camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
  
  //Adding the model to RTT
  camera-addChild(myModel);
  camera-attach(osg::Camera::COLOR_BUFFER, texture);
  
  //Adding a callback for export
  TextureSavingCallback * myTSC = new TextureSavingCallback(myfile.png, 
camera);
  camera-setFinalDrawCallback(myTSC);




Now I want to save my model (quad+texture) into an obj file.

So basically I said to myself :
- Create an Image during a Callback
- Allocate it with Image::allocateImage
- Save the texture into with Image::readImageFromCurrentTexture
- Save Image thanks to osgDB


Code:

if (viewport  _image.valid())
  {
_image-allocateImage(int(viewport-width()), 
int(viewport-height()), 1, GL_RGBA, GL_FLOAT);
//Here image-readPixels works fine since I have something in my image 
after
_image-readImageFromCurrentTexture(0,false,GL_FLOAT);
osgDB::writeImageFile(*_image, _filename);




And after reload the texture and apply it to the quad for saving into OBJ with 
OSGDB.
As you will guess it doesn't work and I only have the allocating output into my 
image.

Do you have any idea of how I can handle this ?

Thank you!

Cheers,
Benoît


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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Robert Osfield
Hi Adrian,

I'm afraid there is nothing I personally can to about this build issue
- Windows developers who can reproduce the problem will need to look
at it and solve it.  The thing I'd look into first would be the roll
of the CPL_STDCALL macro.  I didn't write this plugin so I can't
comment on why the macro is there, whether it's needed etc.  As I said
it'll need to be Windows developers that will have to tackle this.

Good luck,
Robert.

On Fri, Jun 19, 2009 at 8:35 AM, Adrian Egli OpenSceneGraph
(3D)3dh...@gmail.com wrote:
 Hi Robert,

 VS 2003 - build error with ogr plugin
 VS 2005 - build ok

 -- Build started: Project: Plugins ogr, Configuration: Release Win32
 --

 Compiling...
 ReaderWriterOGR.cpp
 ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
 identifier 'CPLOSGErrorHandler'
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
 reference to class template instantiation 'osg::BoundingBoxImplVT' being
 compiled
     with
     [
     VT=osg::Vec3f
     ]
 ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type
 'void'
 ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
 should return a value; 'void' return type assumed

 Build log was saved at
 file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm
 Plugins ogr - 2 error(s), 1 warning(s)

 regards
 adrian

 2009/5/12 Robert Osfield robert.osfi...@gmail.com

 On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
  Hi Robert,
 
  Which OGR Version does the plugin use? Or does it need the OGR Frame
  work
  installed.

 I've alway got OGR as part of GDAL, the current version of GDAL I have
 is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
 on this.

 You haven't specified either the version or the error you are getting.
  There really isn't much we can do on your behalf without more info
 about how/where you got OGR from.

 Robert.
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[osg-users] best DCC workfow using Maya and OSG

2009-06-19 Thread Eric Pouliquen
Dear OSG users,

 I just would like to have your feeling on what is the best way to work with 3D 
content using Maya (2009) and OSG (2.8.1)...

I was working on old big project based on Maya 6 ang OSG 1.2, using flt export 
plugin from Maya and osgconv for .osg output. And then used bad home made tools 
to put glsl based materials on faces.

I'm working now on a complete new version and want to reset the DCC workflow to 
something better.

What I need is to export correctly geometry and hierarchy from Maya and a 
usable tool to assign shaders on osg models... simple isn't it ? :)

What I tried for the moment :

* export from maya with OBJ export plugin (ok for geometry and hierachy, no 
support of glsl materials of course, and bad Kd values on materials !)

* using osgMaya (v0.1.1 - new version somewhere ?) that does'nt export 
materials but only geometry with an assigned texture... so I don't see how to 
manage glsl shader materials with it

* more recently, my interest turns to Collada : I see that there are recent 
tools (I'm trying to compile it for Maya 2009)  like FCollada/MayaCollada and 
that RenderMonkey (nice tool) can export to collada (for a lot of shaders 
features at least) !...

So what is your feeling about all of that ? Am I going right looking at Collada 
? I hoped using directly .osg and having a tool to design glsl shader but 
RenderMonkey doen't export .fx with glsl (any addon to do that ?) and I don't 
know if osg support .fx style file containing glsl shaders...

I know that DCC workflow is a wide problem, but if some of you are using Maya 
and found a good worflow with it... :)

Thanks in advance for your feedback

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[osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Hi All,

Until now, I have been using VS2003 in all project. But we have upgraded to
VS2008. I don't know why can't load released OSG in Debug mode or vice
versa. It throws and std::badalloc exception while using reading some model
or images by osgDB's static functions(readNode, readImageFile etc...) But
same code works when working same mode.
VS2008 don't let us to use this interchangeability anymore or should I set
some parameters?

Regards.

-- 
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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

Thank you very much.

regards
adrian

2009/6/19 Robert Osfield robert.osfi...@gmail.com

 Hi Adrian,

 I'm afraid there is nothing I personally can to about this build issue
 - Windows developers who can reproduce the problem will need to look
 at it and solve it.  The thing I'd look into first would be the roll
 of the CPL_STDCALL macro.  I didn't write this plugin so I can't
 comment on why the macro is there, whether it's needed etc.  As I said
 it'll need to be Windows developers that will have to tackle this.

 Good luck,
 Robert.

 On Fri, Jun 19, 2009 at 8:35 AM, Adrian Egli OpenSceneGraph
 (3D)3dh...@gmail.com wrote:
  Hi Robert,
 
  VS 2003 - build error with ogr plugin
  VS 2005 - build ok
 
  -- Build started: Project: Plugins ogr, Configuration: Release Win32
  --
 
  Compiling...
  ReaderWriterOGR.cpp
  ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
  identifier 'CPLOSGErrorHandler'
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
 see
  reference to class template instantiation 'osg::BoundingBoxImplVT'
 being
  compiled
  with
  [
  VT=osg::Vec3f
  ]
  ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of
 type
  'void'
  ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
  should return a value; 'void' return type assumed
 
  Build log was saved at
 
 file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm
  Plugins ogr - 2 error(s), 1 warning(s)
 
  regards
  adrian
 
  2009/5/12 Robert Osfield robert.osfi...@gmail.com
 
  On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
  3dh...@gmail.com wrote:
   Hi Robert,
  
   Which OGR Version does the plugin use? Or does it need the OGR Frame
   work
   installed.
 
  I've alway got OGR as part of GDAL, the current version of GDAL I have
  is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
  on this.
 
  You haven't specified either the version or the error you are getting.
   There really isn't much we can do on your behalf without more info
  about how/where you got OGR from.
 
  Robert.
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  --
  
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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Vincent Bourdier
Hi Ümit,

VS add some dll dependencies to any c++ projet it compiles, so I advice you
to rebuild OSG with VS2008 and use theses new lib and dll to run and debug
your application.

Regards,
   Vincent

2009/6/19 Ümit Uzun umituzu...@gmail.com

 Hi All,

 Until now, I have been using VS2003 in all project. But we have upgraded to
 VS2008. I don't know why can't load released OSG in Debug mode or vice
 versa. It throws and std::badalloc exception while using reading some model
 or images by osgDB's static functions(readNode, readImageFile etc...) But
 same code works when working same mode.
 VS2008 don't let us to use this interchangeability anymore or should I set
 some parameters?

 Regards.

 --
 Ümit Uzun

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Re: [osg-users] OpenGl settings wrongly read?

2009-06-19 Thread Robert Osfield
HI Christophe,

This shouts out a driver problems.  Try updating your laptops OpenGL drivers.

Robert.

On Fri, Jun 19, 2009 at 10:27 AM, Christophe
Herremanchristophe.herre...@barco.com wrote:
 Hello,

 OSG sometimes fails to read the correct opengl settings ??

 This results in a very slow framerate of 2 fps and numerous messages saying 
 my driver does not support GL_EXT_BLENDCOLOR and many others while the driver 
 does support this.

 I attached a file with a summary of the driver and the debug messages from 
 OSG.

 The problem only occurs on my laptop. And it only occurs about half the times 
 I launch the application.

 Can you think of a workaround or point me in some direction to solve this 
 issue?

 thank you
 best regards,
 Christophe

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Re: [osg-users] OpenGl settings wrongly read?

2009-06-19 Thread Ulrich Hertlein

Hi Christophe,

On 19/6/09 11:27 AM, Christophe Herreman wrote:

OSG sometimes fails to read the correct opengl settings ??

This results in a very slow framerate of 2 fps and numerous messages saying my 
driver
does not support GL_EXT_BLENDCOLOR and many others while the driver does 
support this.

I attached a file with a summary of the driver and the debug messages from OSG.

The problem only occurs on my laptop. And it only occurs about half the times I 
launch
the application.


To me it looks like OSG is picking up another OpenGL driver instead of the nvidia one, 
maybe the MS one?


I couldn't say how that's possible or what to do against it.
/ulrich

PS: It might be helpful if OSG would print the OpenGL renderer/vendor 
information.
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[osg-users] Dynamic line make scene disappear

2009-06-19 Thread Adrien Joly
Hi,

I am currently trying to build a dynamic line. I mean the extremities of the 
segment can be attached to a node and change everytime the node position 
relativelly to the world change. Actually, I have a NodeCullback redefined 
class and a geode redefined class.

Here is the code : 


Code:

void Trail::_initBefore(){
  _drawable = new osg::Geometry;
  _bounds = new osg::Vec3Array(2);
  _color = new osg::Vec4Array(1);
  osg::Vec3Array* normals = new osg::Vec3Array;
  normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
  ((osg::Geometry*)_drawable)-setNormalArray(normals);
  ((osg::Geometry*)_drawable)-setNormalBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)-setVertexArray(_bounds);
  ((osg::Geometry*)_drawable)-setColorBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)-setColorArray(_color);
  ((osg::Geometry*)_drawable)-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
  _width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);

}

void Trail::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
  (*_bounds)[0].set(source);
  (*_bounds)[1].set(target);

  osg::PrimitiveSet* ps = ((osg::Geometry*)_drawable)-getPrimitiveSet(0);
  ((osg::Geometry*)_drawable)-setPrimitiveSet(0, ps);
}




The method updateNode is called everytime one of the extremity of the segment 
change of position.

My problem is that when the extremities of the segment are not on the view, the 
line color change to blue and the line sometimes disappear.
I don't understand wher the problem might be.

I have the same problem with trace (a Line_Strip that follow an object). In 
this case, it is worst because the entire scene disappear under some points of 
view.

Here is the code (it's basically the same principle as above)


Code:


void Trace::_initBefore(){
_drawable = new osg::Geometry;
_bounds = new osg::Vec3Array;
_color = new osg::Vec4Array;
_color-push_back(osg::Vec4(1, 1, 1, 1));
((osg::Geometry*)_drawable)-setVertexArray(_bounds);
((osg::Geometry*)_drawable)-setColorArray(_color);

((osg::Geometry*)_drawable)-setColorBinding(osg::Geometry::BIND_OVERALL);
_width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
osg::Vec3Array* normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
((osg::Geometry*)_drawable)-setNormalArray(normals);

((osg::Geometry*)_drawable)-setNormalBinding(osg::Geometry::BIND_OVERALL);
((osg::Geometry*)_drawable)-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,2));
}

void Trace::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
if(!(source == osg::Vec3()  target == osg::Vec3())){
if(source != target || firstCallUpdate){
if(!firstCallUpdate){
unsigned int count = _bounds-size();
if(count = 2){
(*_bounds)[count-1] = _oldPosition;
}
else{
_bounds-push_back(_oldPosition);
_bounds-push_back(target);
}

_bounds-push_back(target);
_oldPosition = targetCenter;
}
else{
_oldPosition = targetCenter;
firstCallUpdate = false;
}
setSource(targetCenter);
osg::DrawArrays* ps = 
((osg::DrawArrays*)((osg::Geometry*)_drawable)-getPrimitiveSet(0));
ps-setCount(ps-getCount() + 2);
((osg::Geometry*)_drawable)-setPrimitiveSet(0, ps);
}
}
}





I need some help !
Thank you!

Cheers,
Adrien

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Re: [osg-users] Impostor, Billboard Cloud, saving Texture to File

2009-06-19 Thread J.P. Delport

Hi,

you can attach an osg::Image directly to the camera (as you do for the 
texture). OSG will then read it back for you. Have a look at 
osgprerender (look at the code in the callback that access the read back 
image) and osgmultiplerendertargets. Inside the callback you should be 
able to save the image.


jp

Benoît Bayol wrote:

Hey OSG Community :)

I am coding an algorithm based on billboard clouds described in this article 
http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some problems 
for managing the creation of texture files.

I have read to osghud, osgprerender and osgsim::impostor code. I am able to 
create my own impostor thanks to a camera in Ortho2D mode and FBO to a texture 
2D renderered on a quad.


Code:

  //Initialisation of camera with alpha
  osg::Camera* camera = new osg::Camera;
  camera-setClearColor(osg::Vec4(1.0f,0.0f,0.0f,0.0f));
  camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  const osg::BoundingSphere bs = myModel-getBound();

  //Creating texture
  osg::Texture2D * texture = new osg::Texture2D;
  float textureWidth = 1024;
  float textureHeight = 1024;
  texture-setTextureSize(textureWidth, textureHeight);
  texture-setInternalFormat(GL_RGBA);
  texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
  texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
  
  //Creating quad geometry

  osg::Geometry * polyGeom = CreateQuadGeometry(myModel);
  
  //Linking texture with geometry

  osg::StateSet* stateset = polyGeom-getOrCreateStateSet();
  stateset-setTextureAttributeAndModes(0, texture ,osg::StateAttribute::ON);
  
  //Creating the geode and adding my quad

  osg::Geode* geode = new osg::Geode();
  geode-addDrawable(polyGeom);
  
  //Adding group with my geode and camera

  osg::Group * parent = new osg::Group;
  parent-addChild(geode);
  parent-addChild(camera);
 
  //Configuring Ortho projection and FBO for camera

  
camera-setProjectionMatrixAsOrtho2D(-bs.radius(),bs.radius(),-bs.radius(),bs.radius());
  camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  
camera-setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
  camera-setViewport(0,0,textureWidth,textureHeight);
  camera-setRenderOrder(osg::Camera::PRE_RENDER);
  camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
  
  //Adding the model to RTT

  camera-addChild(myModel);
  camera-attach(osg::Camera::COLOR_BUFFER, texture);
  
  //Adding a callback for export

  TextureSavingCallback * myTSC = new TextureSavingCallback(myfile.png, 
camera);
  camera-setFinalDrawCallback(myTSC);




Now I want to save my model (quad+texture) into an obj file.

So basically I said to myself :
- Create an Image during a Callback
- Allocate it with Image::allocateImage
- Save the texture into with Image::readImageFromCurrentTexture
- Save Image thanks to osgDB


Code:

if (viewport  _image.valid())
  {
_image-allocateImage(int(viewport-width()), 
int(viewport-height()), 1, GL_RGBA, GL_FLOAT);
//Here image-readPixels works fine since I have something in my image 
after
_image-readImageFromCurrentTexture(0,false,GL_FLOAT);
osgDB::writeImageFile(*_image, _filename);




And after reload the texture and apply it to the quad for saving into OBJ with 
OSGDB.
As you will guess it doesn't work and I only have the allocating output into my 
image.

Do you have any idea of how I can handle this ?

Thank you!

Cheers,
Benoît




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Re: [osg-users] Dynamic line make scene disappear

2009-06-19 Thread J.P. Delport

Hi,

try dirtyBound function on your objects that you change.

jp

Adrien Joly wrote:

Hi,

I am currently trying to build a dynamic line. I mean the extremities of the 
segment can be attached to a node and change everytime the node position relativelly to 
the world change. Actually, I have a NodeCullback redefined class and a geode redefined 
class.

Here is the code : 



Code:

void Trail::_initBefore(){
  _drawable = new osg::Geometry;
  _bounds = new osg::Vec3Array(2);
  _color = new osg::Vec4Array(1);
  osg::Vec3Array* normals = new osg::Vec3Array;
  normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
  ((osg::Geometry*)_drawable)-setNormalArray(normals);
  ((osg::Geometry*)_drawable)-setNormalBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)-setVertexArray(_bounds);
  ((osg::Geometry*)_drawable)-setColorBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)-setColorArray(_color);
  ((osg::Geometry*)_drawable)-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
  _width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);

}

void Trail::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
  (*_bounds)[0].set(source);
  (*_bounds)[1].set(target);

  osg::PrimitiveSet* ps = ((osg::Geometry*)_drawable)-getPrimitiveSet(0);
  ((osg::Geometry*)_drawable)-setPrimitiveSet(0, ps);
}




The method updateNode is called everytime one of the extremity of the segment 
change of position.

My problem is that when the extremities of the segment are not on the view, the 
line color change to blue and the line sometimes disappear.
I don't understand wher the problem might be.

I have the same problem with trace (a Line_Strip that follow an object). In 
this case, it is worst because the entire scene disappear under some points of 
view.

Here is the code (it's basically the same principle as above)


Code:


void Trace::_initBefore(){
_drawable = new osg::Geometry;
_bounds = new osg::Vec3Array;
_color = new osg::Vec4Array;
_color-push_back(osg::Vec4(1, 1, 1, 1));
((osg::Geometry*)_drawable)-setVertexArray(_bounds);
((osg::Geometry*)_drawable)-setColorArray(_color);

((osg::Geometry*)_drawable)-setColorBinding(osg::Geometry::BIND_OVERALL);
_width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
osg::Vec3Array* normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
((osg::Geometry*)_drawable)-setNormalArray(normals);

((osg::Geometry*)_drawable)-setNormalBinding(osg::Geometry::BIND_OVERALL);
((osg::Geometry*)_drawable)-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,2));
}

void Trace::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
if(!(source == osg::Vec3()  target == osg::Vec3())){
if(source != target || firstCallUpdate){
if(!firstCallUpdate){
unsigned int count = _bounds-size();
if(count = 2){
(*_bounds)[count-1] = _oldPosition;
}
else{
_bounds-push_back(_oldPosition);
_bounds-push_back(target);
}

_bounds-push_back(target);
_oldPosition = targetCenter;
}
else{
_oldPosition = targetCenter;
firstCallUpdate = false;
}
setSource(targetCenter);
osg::DrawArrays* ps = 
((osg::DrawArrays*)((osg::Geometry*)_drawable)-getPrimitiveSet(0));
ps-setCount(ps-getCount() + 2);
((osg::Geometry*)_drawable)-setPrimitiveSet(0, ps);
}
}
}





I need some help !
Thank you!

Cheers,
Adrien

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Re: [osg-users] Dynamic line make scene disappear

2009-06-19 Thread Daniel Trstenjak

 try dirtyBound function on your objects that you change.

+ dirtyDisplayList



Greetings,
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Re: [osg-users] osgOcean : Integration into existing Database /Application

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Kim,
Thanks for the short explainations. Well first the openscenegraph
motionmodel or manipluators, manager aren't working. it would be good to get
similar behaviour like in application-viewer example. this would be
important for integration into existing applications.

I do now better understand that we need to implement own geometries for
water effetc. would it be not much easier that we can append a geometry (osg
file, ive file ,... ) which should be used to attach the water shaders. Say
for limit we attache a xy plane with shaped borders, this would be very
usefull for many terrain visualisation applications, even for osgEarth this
could be once an option for the ocean. of course we have fast unlimited
ocean effects but once we have a lake this would not help, right? or could
it be an option to cut the lake from the terrain, then we can define the
height of the ocean. i will read the papers again, and i hope i can work out
some strategy and new ideas which way we should - can go for further osg
integration improvments.

regards
adrian

2009/6/19 Kim C Bale k.b...@hull.ac.uk

 Hi Adrien,

 I'm having a slight problem understanding your questions, so I'll do my
 best and ask some back...

 Would it be possible to add a ocean geometry and attach the ocean effect,
 shader. if yes how should it be look like, just a plane? more complex
 geometry? My idea would be to add a lake surface, and two rivers with
 different waves, and so on.

 Do you mean you would like to add you own method of generating the water
 geometry for lakes and rivers?

 If so, I've tried to accommodate for additional type of geometry by
 providing the OceanTechnique base class.

 Basically osgOcean is comprised of two main parts.

 OceanTechnique: Which generates and animates the ocean geometry and manages
 any level of detail algorithms that are required. It  uses osg::Geode as a
 base class and therefore drawables for the geometry. A class derived from
 this should provide a water shader. Animation is provided by adding a
 cull/update callback.

 OceanScene: Which manages the various pre and post render passes required
 for the effects. This also includes controlling the different types of
 fogging and lighting that are applied based on whether the main camera view
 is above or below the water surface.

 If you want to create your own water geometry class you'll have to inherit
 from OceanTechnique and then add this class to OceanScene as done with
 FFTOceanSurface in the example application. OceanScene will only work with
 one OceanTechnique so you'll have to create a new instance of OceanScene if
 you wish to use multiple OceanTechniques. The geometry can be as complicated
 or as simple as you like. If you apply the current water shader to a quad it
 still looks alright and maybe be suitable for some applications.

 These two papers provide very good explanations of generating water
 geometry (the first is used in FFTOceanSurface):

 http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

 http://citeseer.ist.psu.edu/cache/papers/cs/26265/http:zSzzSzwww.cs.sunysb.eduzSz~ash
 zSzwaterCGF.pdf/

 The tricky part is the shaders. osgOcean provides a very long list of
 uniforms which you can make use of if you wish in custom shaders. Some must
 be applied locally to the OceanTechnique (see:
 FFTOceanSurface::initStateSet() ), and those related to the multipass
 rendering are inherited from the statesets within OceanScene (see: void
 OceanScene::init()).

 The shader implementation used in FFTOceanSurface can be found in the
 resources directory (water.frag/water.vert).

 If you want to use this shader for your own technique you'll have to apply
 it within your OceanTechnique and add the uniforms found in:
 FFTOceanSurface::initStateSet().

 Your best bet is to look at the FFTOceanSurface class and see how it's
 implemented. It's not as complicated as it looks, 80% of it is to do with
 generating the vertex array and primitives for the geomipmapping routine
 which you may not need.

 we don't need only an unfinite ocean

 You can disable infinite ocean effect using:
 FFTOceanSurface::enableEndlessOcean(false,true);

 Next problem i got is that the default motion models are not working

 Do you mean the ocean waves aren't moving?


 I hope that answers your questions, otherwise I've just gone off on a very
 lengthy tangent :)


 Kim.



 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli
 OpenSceneGraph (3D)
 Sent: 19 June 2009 06:22
 To: OpenSceneGraph Users
 Subject: [osg-users] osgOcean : Integration into existing Database
 /Application

 Hi all

 i am wondering how i can integrate the osgOcean effect into existing
 application, database. Would it be possible to add a ocean geometry and
 attach the ocean effect, shader. if yes how should it be look like, just a
 plane? more complex geometry? My idea would be to add a lake surface, and
 two 

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Jean-Sébastien Guay

Hi Adrian, Kim,

J-S has made a modification to the OceanTechnique base class which 
allows you to enable/disable animation.


You’ll need to set FFTOceanSurface::startAnimation(void).


I had forgotten to initialize the _isAnimating member in the ctor and 
copy ctor. Fixed - the default behavior is identical to before 
(_isAnimating = true by default).


The trunk is being used for development so it may or may not work 
properly. I would use the release 1.0 tag, I’m misusing the definition 
of a tag a little since I’m adding bug fixes to it as I find them.


I agree with Kim, I'm making the trunk move forward according to what we 
need for our project so it won't always be stable. If you want something 
to use in your projects use the 1.0 branch.


J-S
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Re: [osg-users] PolytopeIntersector

2009-06-19 Thread Peter Hrenka

Hi Maxime,

Maxime BOUCHER schrieb:

Hi,

 Just a question.

 The polytopeIntersections compute the intersections with planes or all 
objects in the Polytope?
 I mean if I draw the local intersection points will I get an empty or full 
shape of the polytope?


The polytopeIntersector performs the intersection with the space volume
defined by the polytope. So if a triangle lies completely inside the 
polytope (without intersecting the polytope's planes) it is still

considered an intersection because it intersects the volume.


 I wonder because I tried a polytope with a single plane (to test), and I had a 
lot of points non coplanars...


Yes, that is to be expected because you basically got all primitives
lying in the half-space to one side of your plane.


 I also drawed it using intersection.localIntersectionPoint, which is the 
center of the primitive, isn't it?


Almost ;-) No actually it is the center of all intersection-points.

Say you have a triangle where two points lie inside the polytope-space
and one point lies outside of this space.
Than you have 2 intersection-points for the points lying inside,
and 2 intersections points where the edges intersect the polytope
plane(s). This gives you a total of 4 intersection points and the
localIntersectionPoint is the centroid(barycenter) of those 4 points.

Cheers,

Peter

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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Thanks Robert. Just made myself some static libs on osx. I didnt try xcode
 but plain Unix Makefiles work like a charm. With these libs my deployable
 executable is only 6mb now. Very nice!

@Chris
I am working cross-platform. So next I am trying to build statics on ubuntu
 and windows. Also mingw would be nice. Seems like windows will be the 
hardest because I need to recompile all the dependencies. Is this correct?

Thanks guys so far,


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-19 Thread Peter Hrenka

Hi again Andrew,

Andrew Cunningham schrieb:

Hi,

I am having some problems with the distance found by the PolytopeIntersector  
but only when the  geometry I am trying to pick has a non-null (Matrix)Transform in it's 
parent.

The PolytopeIntersector registers that object as a 'hit', BUT the distance 
recorded appears to be incorrect ( the end result is  I end up 'highlighting' 
the wrong object  behind the object I want to pick).
 
The intersection calculation works perfectly (with the transformed object) but the distance to the reference plane (used for sorting the intersections) does not accurately reflect the expected distance. Just to re-iterate this. As long as I do not try to pick a node with a transform, the sorting of the PolytopeIntersector works as expected


Using the LineSegmentIntersector on the same scene does not show the issue. 
It correctly sorts the intersections.

Any ideas?


I had another look at the code and found a nasty surprise in
Plane::transformProvidingInverse(). There is a call to
Plane::makeUnitLength() in it which should totally screw
distance results of PolytopeIntersector if you have any non-orthogonal 
Matrix-Transforms (i.e. scaling).


Could you try commenting out this line and check if it works for you?
If it does help I will think of a proper fix.


Thanks
Andrew


Cheers

Peter
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[osg-users] intersection point and the right triangle

2009-06-19 Thread Großer Martin
Hello all,

i use the intersectVisitor to get the intersection between a ray and a
geode. It works fine and I'm very happy, because it is very comfortable.
Now I have the point (vector) of intersection, but I need the triangle
of the drawable what I hit. I would like calculate the barycentric
coordinates of the point. With this coordinates I want to calculate the
texture coordinates of my intersection point.

There are a comfortable way in osg? Or have anyone a idea for a nice
solution? I think the intersectVisitor find the triangle, but i can't
get this information.


Cheers

Martin

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Re: [osg-users] intersection point and the right triangle

2009-06-19 Thread Robert Osfield
Hi Martin,

I would recommend using the osgUtil::IntersectionVisitor rather than
the osgUtil::IntersectVisitor as the later is deprecated and only kept
around for backwards compatibility.

As for examples of getting the texture coords of a ray intersections
have a look at the osgViewer::InteractiveImageHandler implementation
in src/osgViewer/ViewerEventHandlers.cpp as it does just this.

Robert.

2009/6/19 Großer Martin grosser.mar...@gmx.de:
 Hello all,

 i use the intersectVisitor to get the intersection between a ray and a
 geode. It works fine and I'm very happy, because it is very comfortable.
 Now I have the point (vector) of intersection, but I need the triangle
 of the drawable what I hit. I would like calculate the barycentric
 coordinates of the point. With this coordinates I want to calculate the
 texture coordinates of my intersection point.

 There are a comfortable way in osg? Or have anyone a idea for a nice
 solution? I think the intersectVisitor find the triangle, but i can't
 get this information.


 Cheers

 Martin

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Re: [osg-users] intersection point and the right triangle

2009-06-19 Thread Daniel Trstenjak

Hi Martin,

 I think the intersectVisitor find the triangle, but i can't
 get this information.

osgUtil::Hit::getPrimitiveIndex == triangle index in vertex array   


Greetings,
Daniel

-- 

   
 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
 Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
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Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
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Re: [osg-users] osgOcean : Integration into existing Database/Application

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Kim and John
Manipulator developing is a hard task, i will say good and robust and easy
to use manipulator are not quite easy to write or to work out. So it would
be important having default or common manipulator working with the
osgOcean.

I am wondering why you having problem with terrain mainpulators if the
deformation gets done in vertex shader. so what i would like to mention is
the fact that if the gpu support shader 3 (since 2007) you could pass a
texture with deformation field information to the GPU and then the geometry
stay allways similar.

regards adrian

2009/6/19 John Vidar Larring larr...@weatherone.tv

 Hi Kim and Adrian,

  As far as I can tell only two of the osgGA manipulators are compatible
  - Trackball and FlightManipulator. Although you're right the trackball
  implementation doesn't seem to work correctly, I suspect this is to do
  with the fact that it doesn't have a node to focus on.
  TerrainManipulator and DriveManipulators aren't compatible because the
  ocean surface is animated and they try to position themselves by
  intersecting with the surface below them, which in the case of the
  ocean surface, is moving up and down all the time so it creates a
  nasty camera juddering. I had a go at adding them but I simply
  couldn't get them to play nicely.
 
  If you manage to get them working I'd be interested to see how.

 Just one idea I'd like to throw out there before I forget. One could
 possibly make an EllipsoidManipulator quite easily. It would essentially
 behave like a TerrainManipulator except that it would not take elevation
 into account; just doing simple ray-ellipoid intersection testing instead.

 Even better, if there is a way to tell whether intersecting geometry is
 static or dynamic, one could theoretically implement a manipulator which
 behaves like the TerrainManipulator over land, and like an Ellipsoid
 manipulator over the ocean.

 Best regards,
 John

 Kim C Bale wrote:

 Hi Adrien,

  Well first the openscenegraph motionmodel or manipluators, manager aren't
 working. it would be good to get similar behaviour like in
 application-viewer example. this would be important for integration into
 existing applications.


 As far as I can tell only two of the osgGA manipulators are compatible -
 Trackball and FlightManipulator. Although you're right the trackball
 implementation doesn't seem to work correctly, I suspect this is to do with
 the fact that it doesn't have a node to focus on. TerrainManipulator and
 DriveManipulators aren't compatible because the ocean surface is animated
 and they try to position themselves by intersecting with the surface below
 them, which in the case of the ocean surface, is moving up and down all the
 time so it creates a nasty camera juddering. I had a go at adding them but I
 simply couldn't get them to play nicely.
 If you manage to get them working I'd be interested to see how.

  it be not much easier that we can append a geometry (osg file, ive file
 ,... ) which should be used to attach the water shaders.


 I haven't thought a lot about how to implement non-uniform shapes of
 animated water yet, the goal of osgOcean 1.0 was to get open sea rendering
 working.
 However, one of the nice things about the FFT approach is that it tiles.
 So it would be possible to modify the algorithm so that it places tiles in a
 non-uniform configuration rather than in a square shape.
 The current implementation of osgOcean uses a large vertex array that
 stores the vertices for all the tiles on screen. But a future enhancement
 will be to store only 1 tiles worth of vertices and then instance it
 positioning the tiles using a vertex shader. This will be a far more
 flexible and efficient approach and more suitable for deployment in large
 terrain datasets.

 Regards,

 Kim.


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Re: [osg-users] osgOcean : Integration into existingDatabase/Application

2009-06-19 Thread Kim C Bale
Hi Adrian,

I am wondering why you having problem with terrain mainpulators if the 
deformation gets done in vertex shader. so what i would like to mention is the 
fact that if the gpu support shader 3 (since 2007) you could pass a texture 
with deformation field information to the GPU and then the geometry stay 
allways similar. 

The deformation doesn't get done in the vertex shader at the moment. However, 
it is something to think about.

K.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli 
OpenSceneGraph (3D)
Sent: 19 June 2009 15:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean : Integration into 
existingDatabase/Application

Hi Kim and John 

Manipulator developing is a hard task, i will say good and robust and easy to 
use manipulator are not quite easy to write or to work out. So it would be 
important having default or common manipulator working with the osgOcean. 

I am wondering why you having problem with terrain mainpulators if the 
deformation gets done in vertex shader. so what i would like to mention is the 
fact that if the gpu support shader 3 (since 2007) you could pass a texture 
with deformation field information to the GPU and then the geometry stay 
allways similar. 

regards adrian 
2009/6/19 John Vidar Larring larr...@weatherone.tv
Hi Kim and Adrian,


 As far as I can tell only two of the osgGA manipulators are compatible
 - Trackball and FlightManipulator. Although you're right the trackball
 implementation doesn't seem to work correctly, I suspect this is to do
 with the fact that it doesn't have a node to focus on.
 TerrainManipulator and DriveManipulators aren't compatible because the
 ocean surface is animated and they try to position themselves by
 intersecting with the surface below them, which in the case of the
 ocean surface, is moving up and down all the time so it creates a
 nasty camera juddering. I had a go at adding them but I simply
 couldn't get them to play nicely.

 If you manage to get them working I'd be interested to see how.
Just one idea I'd like to throw out there before I forget. One could possibly 
make an EllipsoidManipulator quite easily. It would essentially behave like a 
TerrainManipulator except that it would not take elevation into account; just 
doing simple ray-ellipoid intersection testing instead.

Even better, if there is a way to tell whether intersecting geometry is static 
or dynamic, one could theoretically implement a manipulator which behaves like 
the TerrainManipulator over land, and like an Ellipsoid manipulator over the 
ocean.

Best regards,
John


Kim C Bale wrote:
Hi Adrien,
Well first the openscenegraph motionmodel or manipluators, manager aren't 
working. it would be good to get similar behaviour like in application-viewer 
example. this would be important for integration into existing applications.

As far as I can tell only two of the osgGA manipulators are compatible - 
Trackball and FlightManipulator. Although you're right the trackball 
implementation doesn't seem to work correctly, I suspect this is to do with the 
fact that it doesn't have a node to focus on. TerrainManipulator and 
DriveManipulators aren't compatible because the ocean surface is animated and 
they try to position themselves by intersecting with the surface below them, 
which in the case of the ocean surface, is moving up and down all the time so 
it creates a nasty camera juddering. I had a go at adding them but I simply 
couldn't get them to play nicely. 
If you manage to get them working I'd be interested to see how.
it be not much easier that we can append a geometry (osg file, ive file ,... ) 
which should be used to attach the water shaders.

I haven't thought a lot about how to implement non-uniform shapes of animated 
water yet, the goal of osgOcean 1.0 was to get open sea rendering working. 
However, one of the nice things about the FFT approach is that it tiles. So it 
would be possible to modify the algorithm so that it places tiles in a 
non-uniform configuration rather than in a square shape. 
The current implementation of osgOcean uses a large vertex array that stores 
the vertices for all the tiles on screen. But a future enhancement will be to 
store only 1 tiles worth of vertices and then instance it positioning the tiles 
using a vertex shader. This will be a far more flexible and efficient approach 
and more suitable for deployment in large terrain datasets.

Regards,

Kim.

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Re: [osg-users] osgOcean : Integration intoexisting Database/Application

2009-06-19 Thread Kim C Bale
Hi John,

I'm not quite sure I understand the concept of an ellipsoid manipulator.

Do you mean form an bounding ellipse over the ocean surface from which
would be used to do the intersection?

Wouldn't this suffer from strange intersections nearer the edges?

Regards,

Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Vidar Larring
Sent: 19 June 2009 14:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean : Integration intoexisting
Database/Application

Hi Kim and Adrian,

  As far as I can tell only two of the osgGA manipulators are
compatible
  - Trackball and FlightManipulator. Although you're right the
trackball
  implementation doesn't seem to work correctly, I suspect this is to
do
  with the fact that it doesn't have a node to focus on.
  TerrainManipulator and DriveManipulators aren't compatible because
the
  ocean surface is animated and they try to position themselves by
  intersecting with the surface below them, which in the case of the
  ocean surface, is moving up and down all the time so it creates a
  nasty camera juddering. I had a go at adding them but I simply
  couldn't get them to play nicely.
 
  If you manage to get them working I'd be interested to see how.

Just one idea I'd like to throw out there before I forget. One could 
possibly make an EllipsoidManipulator quite easily. It would essentially

behave like a TerrainManipulator except that it would not take elevation

into account; just doing simple ray-ellipoid intersection testing
instead.

Even better, if there is a way to tell whether intersecting geometry is 
static or dynamic, one could theoretically implement a manipulator which

behaves like the TerrainManipulator over land, and like an Ellipsoid 
manipulator over the ocean.

Best regards,
John

Kim C Bale wrote:
 Hi Adrien,
 
 Well first the openscenegraph motionmodel or manipluators, manager
aren't working. it would be good to get similar behaviour like in
application-viewer example. this would be important for integration into
existing applications.
 
 As far as I can tell only two of the osgGA manipulators are compatible
- Trackball and FlightManipulator. Although you're right the trackball
implementation doesn't seem to work correctly, I suspect this is to do
with the fact that it doesn't have a node to focus on.
TerrainManipulator and DriveManipulators aren't compatible because the
ocean surface is animated and they try to position themselves by
intersecting with the surface below them, which in the case of the ocean
surface, is moving up and down all the time so it creates a nasty camera
juddering. I had a go at adding them but I simply couldn't get them to
play nicely. 
 
 If you manage to get them working I'd be interested to see how.
 
 it be not much easier that we can append a geometry (osg file, ive
file ,... ) which should be used to attach the water shaders.
 
 I haven't thought a lot about how to implement non-uniform shapes of
animated water yet, the goal of osgOcean 1.0 was to get open sea
rendering working. 
 
 However, one of the nice things about the FFT approach is that it
tiles. So it would be possible to modify the algorithm so that it places
tiles in a non-uniform configuration rather than in a square shape. 
 
 The current implementation of osgOcean uses a large vertex array that
stores the vertices for all the tiles on screen. But a future
enhancement will be to store only 1 tiles worth of vertices and then
instance it positioning the tiles using a vertex shader. This will be a
far more flexible and efficient approach and more suitable for
deployment in large terrain datasets.
 
 Regards,
 
 Kim.
 

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Re: [osg-users] osgdem write permission error

2009-06-19 Thread Robert Osfield
Hi Yurii,

On Mon, Apr 20, 2009 at 8:51 PM, Yurii Monakovmonako...@gmail.com wrote:
 The problem was in wrong diagnostic message (from
 vpb::DataSet::_writeNodeFile). In fact, osgDB complained about missing *.ive
 plugin, which was not on the path. Debugging is a great thing.

I have just completed some work on VirtualPlanetBuilder that improves
the error reporting so that rather than get a report of a permissions
problem we get the message of the sort:

Caught exception : Warning: Could not find plugin to write nodes to
file myDirectory/output.ive.

This improvement along with others is now checked into svn/trunk.

Robert.
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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-19 Thread Andrew Cunningham
Hi Peter,

Although your fix did not work - it is definitely the scale part of the 
transform causing the problem. If I remove the scaling part of the transform , 
then the polytope picking works as expected
... 

Andrew

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Re: [osg-users] VPB refusal to build under certain conditions

2009-06-19 Thread Robert Osfield
Hi Chris,

I have just tracked down and fixed the problem in VPB that was causing
this problem with building databases when then destination resolution
is greater than the source data.  I have tested this fix against the
data and command line options you supplied and everything looks to be
fine now.

An svn update on VPB will get this fix.  A word of note though, VPB
svn/trunk now requires the svn/trunk version of the OSG as the new
support for database patching and database revisions relies on new
osgDB/DatabaseRevisions classes.

This week I completed the last must have feature for VPB-1.0, so will
now be looking at testing and documentation for it's 1.0 release.
I'll also be making a 2.9.5 release very soon too and this may well be
the version that VPB-1.0 will build against (although the official OSG
version will be the up comming OSG-2.10).

Robert.

On Tue, Jun 2, 2009 at 11:37 PM, Chris 'Xenon'
Hansonxe...@alphapixel.com wrote:
  Recently, I was trying to build a very specific piece of terrain dataset, 
 and VPB was
 refusing to build it. I'm asking for clarification about what criteria VPB 
 uses when
 deciding whether to build or not. while I talk below about VPB, I was using 
 OSGDEM
 directly, as it was a small and simple build.

  The input data was 90m SRTM DEM data and 30m Landsat natural color imagery. 
 I requested
 VPB build a dataset of 1/10 of one degree wide and high (for example, 10.0N 
 to 10.1N and
 150.0W to 150.1W). Under these circumstances, VPB refused to build. I need to 
 see if I
 still have the output log to see what it said.

  Changing to 30m DEM data (by interpolating the 90m up in Global Mapper) 
 convinced VPB to
 build. Using the 90m DEM data and a wider block (10.0N to 10.2N and 150.0W to 
 150.2W) also
 convinced it things were ok.

  I'm imagining there is some threshold where VPB won't build if there are 
 fewer than N
 columns wide and M rows high of input DEM data cells covering the desired 
 output region,
 but what are N/M, and where are they defined?

 --
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Re: [osg-users] How to test for anti-alias support

2009-06-19 Thread Pecoraro, Alexander N
I'm running on Redhat Linux:

$ uname -a
Linux cavs 2.6.18-92.1.22.el5PAE #1 SMP Fri Dec 5 09:58:49 EST 2008 i686 i686 
i386 GNU/Linux

My video card is an NVIDIA GeForce 9600 GT, here is some driver information 
from my X log:

NVIDIA GLX Module  173.14.12  Thu Jul 17 18:36:35 PDT 2008
NVIDIA dlloader X Driver  173.14.12  Thu Jul 17 18:15:54 PDT 2008
NVIDIA Unified Driver for all Supported NVIDIA GPUs

Here is the rest of the NVidia related output from my X log (just in case it is 
useful):

(--) Chipset NVIDIA GPU found
(II) Module wfb: vendor=NVIDIA Corporation
(**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
(==) NVIDIA(0): RGB weight 888
(==) NVIDIA(0): Default visual is TrueColor
(==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0)
(**) NVIDIA(0): Enabling RENDER acceleration
(II) NVIDIA(0): Support for GLX with the Damage and Composite X extension is
(II) NVIDIA(0): enabled.
(II) NVIDIA(0): NVIDIA GPU GeForce 9600 GT (G94) at PCI:8:0:0 (GPU-0)
(--) NVIDIA(0): Memory: 524288 kBytes
(--) NVIDIA(0): VideoBIOS: 62.94.11.00.02
(II) NVIDIA(0): Detected PCI Express Link width: 16X
(--) NVIDIA(0): Interlaced video modes are supported on this GPU
(--) NVIDIA(0): Connected display device(s) on GeForce 9600 GT at PCI:8:0:0:
(--) NVIDIA(0): DELL 1907FP (CRT-0)
(--) NVIDIA(0): DELL 1907FP (CRT-0): 400.0 MHz maximum pixel clock
(II) NVIDIA(0): Assigned Display Device: CRT-0
(II) NVIDIA(0): Validated modes:
(II) NVIDIA(0): 1280x1024
(II) NVIDIA(0): 1280x960
(II) NVIDIA(0): 1280x800
(II) NVIDIA(0): 1152x864
(II) NVIDIA(0): 1024x768
(II) NVIDIA(0): 800x600
(II) NVIDIA(0): 800x600
(II) NVIDIA(0): 640x480
(II) NVIDIA(0): 640x480
(II) NVIDIA(0): Virtual screen size determined to be 1280 x 1024
(--) NVIDIA(0): DPI set to (85, 86); computed from UseEdidDpi X config
(--) NVIDIA(0): option
(==) NVIDIA(0): Disabling 32-bit ARGB GLX visuals.
(II) NVIDIA(0): Initialized GPU GART.
(II) NVIDIA(0): Setting mode 1280x1024
(II) Loading extension NV-GLX
(II) NVIDIA(0): NVIDIA 3D Acceleration Architecture Initialized
(II) NVIDIA(0): Using the NVIDIA 2D acceleration architecture
(==) NVIDIA(0): Backing store disabled
(==) NVIDIA(0): Silken mouse enabled
(**) NVIDIA(0): DPMS enabled
(II) Loading extension NV-CONTROL

Akex

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, June 19, 2009 1:15 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to test for anti-alias support

Hi Alex,

What OS, Hardware, drivers are you using?

Robert.

On Thu, Jun 18, 2009 at 8:24 PM, Pecoraro, Alexander
Nalexander.n.pecor...@lmco.com wrote:
 Is there a different or better way to test for anti-aliasing support than to
 just call osg::DisplaySettings::instance()-setNumMultiSamples() repeatedly
 with smaller and smaller values, which doesn't seem to work for me anyway
 (so hopefully the answer is yes). I tried to have it set the number of multi
 samples and then call realize() on the viewer and if it failed to realize I
 have it try a smaller value for number of samples. What ends up happening is
 that it starts at 8, fails, then tries 4, which I know is supported by my
 video card so it should work and it appears to work, but the window opens
 and it is just black and nothing seems to render to it. So I'm wondering if
 my way of checking for anti-aliasing support is wrong. Here is the debug
 output from my attempts to make this work:



 Setting anti-aliasing samples to: 8

 GraphicsContext::registerGraphicsContext 0x8e4ff20

 Relaxing traits

 Error: Not able to create requested visual.

 close(1)0x8e4ff20

 close(0)0x8e4ff20

 GraphicsContext::unregisterGraphicsContext 0x8e4ff20

 Viewer::realize() - No valid contexts found, setting up view across all
 screens.

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::registerGraphicsContext 0x8e51e28

 Relaxing traits

 Error: Not able to create requested visual.

 close(1)0x8e51e28

 close(0)0x8e51e28

 GraphicsContext::unregisterGraphicsContext 0x8e51e28

   GraphicsWindow has not been created successfully.

 Viewer::realize() - failed to set up any windows



 Trying anti aliasing samples at 4

 Viewer::realize() - No valid contexts found, setting up view across all
 screens.

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::registerGraphicsContext 0x8e51e28

 GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20

 GraphicsContext::createNewContextID() creating contextID=0

 Updating the MaxNumberOfGraphicsContexts to 1

   GraphicsWindow has been created successfully.

 X window successfully opened



 So even though it appears that the GraphicsWindow has been created
 successfully, my app is not able to render anything into the window. The
 funny thing is that if I start with a number of multi-samples value of 4
 then 

Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre BOURDIN
Dear Kim,
2009/6/19 Kim C Bale k.b...@hull.ac.uk:
 Pierre,

 Many thanks. I've downloaded the debug data, and it's looks fine :(. The 
 vertices seem to be ok and so does the mipmapping information.

 You mention that the you've tried it with a different graphics card and it 
 worked. Was this machine using the same linux distribution?

No it's not the same at all:
KUbuntu 9.04 x86_64 - kernel 2.6.28-11 SMP x86_64
g++ is 4.3.3
Nvidia drivers 180.51
OSG version 2.8.1

It's a nightmare not being able to replicate it.
You've really done a lot of work, and a good job, this nasty bug is
probably a combination of factor... I wonder how numerous we are
having this bug ? So far if we are only 2, you don't have to worry
that much. If someone else using a Linux 32 bits distribution could
test as well...

I won't have many time next week, but if I can, I'll try to witch the
2 cards, just to see if it's working well with the 4600 on debian 32
bits...

 I starting to think it might be because I've used degenerate triangles in the 
 primitives.

When I reach the water surface, the
view is flickering until I'm completely underwater... Has someone else
experience the same effect ?

 I think i know about this one, inside OceanScene it flips between different 
 lighting and full screen effects when the eye position passes over the 
 average wave height. So you're probably seeing the above water and below 
 water effects flicking between each other if you're near the threshold. I 
 think the only way to solve this is to force the camera down or up when it's 
 near the threshold so that you don't see the change in effects. But I don't 
 think it's the place of osgOcean to do that. Perhaps a shader transition 
 could be used, I'll have a think.

I was playing with all the options and I can't reproduce it any more ?!

it's even really nice and realistic !! (see the pics enclosed)

Great work.

 Thanks for the help.

 Kim.

Thanks for your all.

Pierre.
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Re: [osg-users] VPB refusal to build under certain conditions

2009-06-19 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
 Hi Chris,
 I have just tracked down and fixed the problem in VPB that was causing
 this problem with building databases when then destination resolution
 is greater than the source data.  I have tested this fix against the
 data and command line options you supplied and everything looks to be
 fine now.

  Thanks much. That cause is about what I expected.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] Annotating large numbers of objects

2009-06-19 Thread Andrew Cunningham
In the end I rendered all 255 characters of  my chosen annotation 
font/style/size into 255 gl bitmaps, then use glBitMap to draw strings on the 
fly composing them from the character bitmaps

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[osg-users] osgOcean presentation at OSG BOF?

2009-06-19 Thread Paul Martz
Hi -- I'm wondering if one of the Oceanus developers will be at 
SIGGRAPH, and if so, would be willing to give a 5-minute 
presentation/demo of Oceanus? I personally haven't had time to try it 
out, but it has obviously generated a lot of interest and I think it'd 
be a valuable addition to the scheduled BOF presentations.


Contact me off line by email and we can discuss further.
  -Paul
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[osg-users] Non-square osgParticles?

2009-06-19 Thread Kris Dale
Morning all,

Okay, bear with me if this seems an extremely dumb question.  I'm extremely new 
to OSG (heck, I'm new to 3D graphics in general, I've only made it through 
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much 
as fast as I can and what might seem obvious may be moderately difficult to 
me...

Anyway, the question is this:  I'm trying to simulate a jet stream emanating 
from a projectile in motion (ie. jet, rocket, space shuttle, etc.).  I've 
managed to get through setting up a ParticleEffect and attaching it to the back 
of a Node model and everything, and in terms of where it's placed and such it 
actually looks pretty good, but it's in the details I'm a little bothered.  

While I've been able to change the actual size of the particles, I can't seem 
to figure out how to change the SHAPE of the particles.  I'd like to try to 
round them out a little.  I noticed the Particle object has the function 
setRadius but I've changed that to all sorts of extrema and don't see any 
difference...  changing the size range works but they're still perfect squares. 
 Is there no way to produce round (or even just rounded edge) particles? 

Thanks to anyone that can offer any help...

Kris

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[osg-users] osgOcean is OSG 2.6 compatible

2009-06-19 Thread Jean-Sébastien Guay

Hi all,

I just wanted to let people know that as of yesterday, the osgOcean 
trunk is OSG-2.6 compatible. Our framework here at work is still using 
OSG 2.6, and so when I integrated osgOcean into it I made the necessary 
changes.


It might even run on earlier versions, but I can't test that.

J-S
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Re: [osg-users] Non-square osgParticles?

2009-06-19 Thread Jason Daly

Kris Dale wrote:

Morning all,

Okay, bear with me if this seems an extremely dumb question.  I'm extremely new 
to OSG (heck, I'm new to 3D graphics in general, I've only made it through 
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much 
as fast as I can and what might seem obvious may be moderately difficult to 
me...

Anyway, the question is this:  I'm trying to simulate a jet stream emanating from a projectile in motion (ie. jet, rocket, space shuttle, etc.).  I've managed to get through setting up a ParticleEffect and attaching it to the back of a Node model and everything, and in terms of where it's placed and such it actually looks pretty good, but it's in the details I'm a little bothered.  

While I've been able to change the actual size of the particles, I can't seem to figure out how to change the SHAPE of the particles.  I'd like to try to round them out a little.  I noticed the Particle object has the function setRadius but I've changed that to all sorts of extrema and don't see any difference...  changing the size range works but they're still perfect squares.  Is there no way to produce round (or even just rounded edge) particles? 


Thanks to anyone that can offer any help...
  


Particles are typically rendered as quads, just because it's efficient 
to do so.  Generally rounded objects are expensive (in computation time) 
to do when you're dealing with polygonal rendering, as OpenGL and OSG do.


To make the particles look round, you typically just need to apply a 
texture map that is transparent near the corners of the quad.  I 
attached an example image to give you an idea what I mean.  When you 
apply this texture to your particles, they'll look round, even though 
they're still being drawn as quads.


--J



Kris

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[osg-users] pixelBufferObject

2009-06-19 Thread Alena Bacova
Hi all,
I was recently playing with osgscreencapture and was wandering what is
responsible for different PBO support, one of my machines supports
single_pbo ( centos) and second one supports double_pbo (windows xp), is it
driver dependant or hardware dependant, or os dependant? or what am I
missing?

any links to this topic are welcome


Thanks

Alena Bacova
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi,

Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs 
without a hick. When I try to run the my app I get linker problems. If I switch 
in the dynamic precompiled binaries from the wiki the built goes fine. I am 
afraid I might miss something obvious that xcode does on its own. Is there 
anything I need to do differently when linking to static libs as opposed 
dynamic libs? I guess I need to figure out somehow if my static libs are punk 
or if I am linking them in wrong.

Here is the error I get:

==
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(BufferObject.o)||In function 
`__static_initialization_and_destruction_0(int, int)':|
BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::Mutex()'|
BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
`osg::Camera::~Camera()':|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
`osg::Camera::~Camera()':|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|

(keeps on going)

==

Any ideas?


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Thanks Vincent and JS;

It is interesting no-no which is seen to me odd :) It always restrict us
while using created dll project which uses osg. So I have to create my own
dll project in two version (debug and release) for compiling new project
which uses this dll in it for possibility of beeing different compilation
mode.

Best Regards.

2009/6/19 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello Ümit,

  Until now, I have been using VS2003 in all project. But we have upgraded
 to VS2008. I don't know why can't load released OSG in Debug mode or vice
 versa. It throws and std::badalloc exception while using reading some model
 or images by osgDB's static functions(readNode, readImageFile etc...) But
 same code works when working same mode.
 VS2008 don't let us to use this interchangeability anymore or should I set
 some parameters?


 You mean you're trying to link an app compiled in debug with an OSG lib
 compiled in release, or vice versa?

 Yeah, that's a big no-no, and it's been discussed often on this list. You
 need to match the debug/release across your whole project, at least since
 VC++ 2005. Otherwise the standard library used is different and makes
 different assumptions about how to allocate memory and other things.

 This is true for any library that is coded in C++. If the dependency
 contains only C code, you can use only the release version of that lib with
 both release and debug applications if you want.

 The OSG dependencies packages contain both release and debug dependencies,
 and CMake will choose the right one when compiling OSG. You just need to
 make sure you do the same thing in your own apps/projects - when compiling
 your project in release, link to osg.lib/osgDB.lib/... and when compiling it
 in debug, link to osgd.lib/osgDBd.lib/...

 Hope this helps,

 J-S
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[osg-users] [osgPlugins] could not find plugin to read objects from file

2009-06-19 Thread Wang Xianghua
Hi,

could I write a new plugin which transfers my file to osg, and I want use the 
command:
osgviewer myfile
and I am sure I can transfer myfile to Geode*.
but, when the program run, the warning: could not find plugin to read objects 
from file...
Also, I set the PATH and OSG_LIBRARY_PATH to attach my DLL.

what I can do? can't I write my own plugin?
... 

Thank you!

Cheers,
abc9804

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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Jean-Sébastien Guay

Hi Ümit,

It is interesting no-no which is seen to me odd :) It always restrict us 
while using created dll project which uses osg. So I have to create my 
own dll project in two version (debug and release) for compiling new 
project which uses this dll in it for possibility of beeing different 
compilation mode.


Yes, and as I said, it's nothing new. Since VC++ 2005 it's been like that.

J-S
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi again,

Since I got stuck on linux I continued my little adventure on windows VC9sp1. 
Unfortunately I got stuck at pretty much the same spot. I wonder if my problems 
on these two platforms have something in common. My OSG static libs built fine 
under windows but when I try to use them in my app (swapping them out for the 
synamic ones) I get linker problems:


Code:

Linking...
testApp.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
public: __thiscall osg::Box::Box(class osg::Vec3f const ,float) 
(__imp_??0...@osg@@q...@abvvec3f@1...@m@Z)
testApp.obj : error LNK2001: unresolved external symbol public: virtual class 
osg::Object * __thiscall osg::Box::cloneType(void)const  
(?clonet...@box@osg@@ubepavobj...@2@XZ)
testApp.obj : error LNK2001: unresolved external symbol public: virtual class 
osg::Object * __thiscall osg::Box::clone(class osg::CopyOp const )const  
(?cl...@box@osg@@ubepavobj...@2@abvcop...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol public: virtual bool 
__thiscall osg::Box::isSameKindAs(class osg::Object const *)const  
(?issamekin...@box@osg@@ube_npbvobj...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol public: virtual char 
const * __thiscall osg::Box::libraryName(void)const  
(?libraryn...@box@osg@@UBEPBDXZ)
testApp.obj : error LNK2001: unresolved external symbol public: virtual char 
const * __thiscall osg::Box::className(void)const  
(?classn...@box@osg@@UBEPBDXZ)
testApp.obj : error LNK2001: unresolved external symbol public: virtual void 
__thiscall osg::Box::accept(class osg::ConstShapeVisitor )const  
(?acc...@box@osg@@ubexaavconstshapevisi...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol public: virtual void 
__thiscall osg::Box::accept(class osg::ShapeVisitor ) 
(?acc...@box@osg@@uaexaavshapevisi...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
public: void __thiscall osgGA::EventQueue::windowResize(int,int,int,int) 
(__imp_?windowres...@eventqueue@osgGA@@qaexh...@z)
testApp.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
public: void __thiscall osg::GraphicsContext::resized(int,int,int,int) 
(__imp_?resi...@graphicscontext@osg@@qaexh...@z)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
__declspec(dllimport) public: void __thiscall 
osg::BlendFunc::setFunction(unsigned int,unsigned int) 
(__imp_?setfunct...@blendfunc@osg@@qae...@z)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
__declspec(dllimport) public: class osg::Vec3d const  __thiscall 
osg::PositionAttitudeTransform::getPosition(void)const  
(__imp_?getposit...@positionattitudetransform@osg@@qbeabvve...@2@XZ)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
__declspec(dllimport) public: class osg::Quat const  __thiscall 
osg::PositionAttitudeTransform::getAttitude(void)const  
(__imp_?getattit...@positionattitudetransform@osg@@qbeabvq...@2@XZ)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
__declspec(dllimport) public: class osg::Vec3d const  __thiscall 
osg::PositionAttitudeTransform::getPivotPoint(void)const  
(__imp_?getpivotpo...@positionattitudetransform@osg@@qbeabvve...@2@XZ)
bin\graphicsExample.exe : fatal error LNK1120: 14 unresolved externals





Any immediate thoughts?


stefan hechenberger

http://linear.nortd.com

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14267#14267





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