Re: [osg-users] problem in setPivotPoint of PAT for .3DS file

2009-10-02 Thread Ümit Uzun
Hi Gopal,

Sometimes canned models pivotpoint set to undesired position which not
suitable your desired pivotpoint position. So to solve this problem you have
two chance, you can open your model by 3D model programs and after you
configure pivotpoint you export it again and use new model or set your
desired pivot position to your PAT node by setPivotPoint. Its usage so
simple. You choose your desired global point to make pivot your PAT node.
For example;

osg::Node* createRoom(osg::Node* loadedModel) // From osgLight example
{
// default scale for this model.
osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f);

osg::Group* root = new osg::Group;

if (loadedModel)
{
const osg::BoundingSphere loaded_bs = loadedModel-getBound();

osg::PositionAttitudeTransform* pat = new
osg::PositionAttitudeTransform();
pat-setPivotPoint(loaded_bs.center());

As you can see from attached code we get the models boundingSphere's center
and make it pivotPoint. After this initialization your model will be rotated
around this point by setAttitude command.

You can look at osgLight, osgLauncher and osgLogo too.
HTH.
Regards.

Ümit Uzun


2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com

 Hi,

 I am using OSG-2.8.0
 i have read a .3DS file with a certain origin.
 now i am trying to rotate the object in the file about a point other than
 its origin in that file .
 for that i have used PAT.

 i have tried to use setPivotPoint but could not understand its working
 can any body suggest the way to use it . if possible with an
 example...

 Thank you!

 Cheers,
 gopal :P

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Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-02 Thread Maurizio Lodo
Thanks for your replies!! I have been reading through this forum and googled a 
lot and it seems the best solution for my problem would be to create a 
simplified cylinder geometry (which I have done), divide all the cylinders into 
bins (by diameter, as they will have all the same length), and use geometry 
instancing to create several instances of the representative cylinder for each 
bin, translatated and rotated so that they would appear in the correct position 
in the scene. Would this sound sensible to you?
Unfortunately this is were the learning curve gets a little steep though. I 
cannot seem to figure out how to use geometry instancing just by reading the 
drawinstanced example. Is there any tutorial around? or any other examples that 
would be helpful.

Thanks again,
Maurizio

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Re: [osg-users] 3DS writer - Call for testing

2009-10-02 Thread Sukender
 On 2009-10-01, Sukender suky0...@free.fr wrote:
  I submitted a 3DS writer to osg-submissions.  Unfortunately, it
  seems there was not many people on the list for using/testing
  it... So please raise your hand if you feel interested!  Thanks.
 
 I might have some time to look at it. I don't have immediate
 applications, 
 however.
 -- 
 Randolph Fritz
   design machine group, architecture department, university of
 washington
 rfr...@u.washington.edu  or  rfritz...@gmail.com

Okay. Thanks!
Please feel free to tell/ask me directly at suky0001 at free dot fr.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Stats Matrices label

2009-10-02 Thread Robert Osfield
Hi Guy,

On Fri, Oct 2, 2009 at 1:39 AM, Guy Volckaert guy.volcka...@meggitt.com wrote:
 I think I found a wrong display label when when the camera scene stats is 
 enabled. There is a label called Matrices. Shouldn't it be called 
 Materials instead?

Well spotted, the label should indeed be Materials.  I've just
changed this in my local check out of svn/trunk and will check this in
once the server is back online.

Cheers,
Robert.
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Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Sebastien Nerig
Hi,

haha ok thx for your answer and bug fix JS, I will try
Well I did apologize because it seems that I am the only one to use the 
osgOcean height features and I do not use to have people working for me ! :p
I tried to correct myself but you were too fast ^^

well thanks anyway

Sebastien

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Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-10-02 Thread Robert Osfield
On Thu, Oct 1, 2009 at 9:50 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 Robert Osfield wrote:
 I should add that I'm not the author of the shapefile support in VPB,
 so I can't answer in too much about it's implementation.

  Can you point the finger to who is?

I'll do no finger pointing :-)

Feel free to use svn log.

Robert.
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Re: [osg-users] OSG website down?

2009-10-02 Thread Jose Luis Hidalgo
Hi all,

  It's up, a bit unresponsive due heavy disk access right now (a
backup)... but should get better in a few hours.

JL.


On Fri, Oct 2, 2009 at 4:48 AM, Randolph Fritz rfritz...@gmail.com wrote:
 On 2009-10-02, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:
 He, Yefei wrote:
 Hi, Folks,
     Is the OSG website down? I haven't been able to connect to it
 the whole afternoon.

   I do not seem to be able to reach it either.


 Same here.

 --
 Randolph Fritz
  design machine group, architecture department, university of washington
 rfr...@u.washington.edu -or- rfritz...@gmail.com

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Re: [osg-users] 3DS writer - Call for testing

2009-10-02 Thread Sukender
Hi Sergey,

I thought the forum problem was fixed about custom extensions.
Well, I just posted the zip version on osg-submissions.
Thank you for warning me about this.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Sergey Kurdakov sergey.fo...@gmail.com a écrit :

 Hi
 
 at forum, at least , your files could not be downloaded as they are
 7z
 ( not zip ).
 You might use 7z to make  zip files with good compression and repost.
 
 Regards
 Sergey
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[osg-users] [3rdparty] How to run osgOcean

2009-10-02 Thread gopal goenka
Hi,

i am trying to run osgOsean .

my osg version is 2.8.0
osgOcean 1.0

i have downloaded both the osgOcean 1.0 and its resourses.
i have installed it but it gives segmentation fault like this

[r...@localhost bin]# ./oceanExample
Warning: font file fonts/arial.ttf not found.
Warning: font file fonts/arial.ttf not found.
Warning: font file fonts/arial.ttf not found.
Building scene...
  . Loading cubemaps: 0.503053s
  . Generating ocean surface: 0.000315s
  . Creating ocean scene: 0.060127s
  . Loading islands: 1.47068s
  . Setting up lighting: 4.3e-05s
complete.
Time Taken: 2.05694s
Segmentation fault
[r...@localhost bin]#

 i may have missed in installation can any body give me the steps to install it 
a fresh
and how to run it


Thank you!

Cheers,
gopal :|

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Re: [osg-users] problem in setPivotPoint of PAT for .3DS file

2009-10-02 Thread gopal goenka
Hi Ümit,

i have a .3ds files with there own origin now i have set the files such that 
they form a assembly

now if i want to rotate an object in one of the 3ds file about a point other 
than its origin(0,0,0)
i will have to set pivot point to lets say (0,-200,10) and than rotate the 
object in that file about this point and not the origin of that 
file.

can u suggest ... 

Thank you!

Cheers,
gopal :|

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Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Martin Scheffler
no seb, I also really needed that feature. I already wrapped it in dtOcean: 
https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean

Cheers. Martin

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Re: [osg-users] problem in setPivotPoint of PAT for .3DS file

2009-10-02 Thread Ümit Uzun
Hi Gopal;

I don't understand what you really want. Please write simple and much
understandable words to specify your problem.

Regards.

Ümit Uzun


2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com

 Hi Ümit,

 i have a .3ds files with there own origin now i have set the files such
 that they form a assembly

 now if i want to rotate an object in one of the 3ds file about a point
 other than its origin(0,0,0)
 i will have to set pivot point to lets say (0,-200,10) and than rotate the
 object in that file about this point and not the origin of that
 file.

 can u suggest ...

 Thank you!

 Cheers,
 gopal :|

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Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Jean-Sébastien Guay

Hello Martin,

no seb, I also really needed that feature. I already wrapped it in dtOcean: 
https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean


Wow, I didn't know osgOcean had already made it into Delta3D! Nice!

If there are any features you need for it to integrate better into 
Delta3D, you can ask, we'll put them onto the to-do list :-)


Thanks,

J-S
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Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-10-02 Thread Alejandro Aguilar Sierra
Hi Robert,

Thanks for the information. By the way, how you can modify a terrain
without rebuild it?
I mean, suppose you have more raster data that you want to put as
additional texture layers. How you can do it without rebuild the
entire thing, as it would do using a source file?

Regards,

-- A.


On Thu, Oct 1, 2009 at 11:43 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 HI Alejandro and Chris,

 On Thu, Oct 1, 2009 at 6:55 AM, Chris 'Xenon' Hanson
 xe...@alphapixel.com wrote:
  I was just asking about the same thing. I'm curious too, I'm not sure if 
 they're fully
 implemented.

 In VPB the vector (build and forest outlines imported from shape
 files) support is limited to databases build that use polygonal meshes
 rather than osgTerrain::TerrainTile.  VPB now defaults to generating
 databases with osgTerrain::TerrainTile's as they are more compact and
 more flexible as they allow runtime decimation of data as well as
 terrain modifications, but it doesn't yet have support for handling
 vector data.  To use the polygonal build you'll need to use
 --polygonal.

 I would like to see support added to osgTerrain::TerrainTile to allow
 us to provide polygonal outlines and fixed points of interest that the
 tesselation will honour, once this is in place we'll be able to get
 the shapefile support in VPB rolled out to all combinations.

 I should add that I'm not the author of the shapefile support in VPB,
 so I can't answer in too much about it's implementation.

 Robert.
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Re: [osg-users] how to improve frame rate of my scene with lots ofcubes and cylinders?

2009-10-02 Thread Thrall, Bryan
Maurizio Lodo wrote on Friday, October 02, 2009 2:45 AM:
 Thanks for your replies!! I have been reading through this forum and
googled
 a lot and it seems the best solution for my problem would be to create
a
 simplified cylinder geometry (which I have done), divide all the
cylinders
 into bins (by diameter, as they will have all the same length), and
use
 geometry instancing to create several instances of the representative
 cylinder for each bin, translatated and rotated so that they would
appear in
 the correct position in the scene. Would this sound sensible to you?

If the diameter is the only part of the geometry that changes, you could
even just use one instance of the cylinder and put a scale in the
instance transform to get the correct diameter.

BTW, I think Andrew is slightly incorrect: ShapeDrawable defaults to
using display lists, so even though it appears to regenerate the vertex
locations every frame, it does not. It only does that when the display
list is dirtied (see osg::Drawable::draw()), so it is not as expensive
as he made it seem.

However, ShapeDrawable is very limited in certain ways (and Robert often
laments creating it in the first place), such as in texturing IIRC, so
you might be better off with using osg::Geometry instead anyway.

-- 
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FlightSafety International
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Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-10-02 Thread Robert Osfield
Hi Alejando,

On Fri, Oct 2, 2009 at 2:49 PM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:
 Thanks for the information. By the way, how you can modify a terrain
 without rebuild it?

That depends upon how and when you want to modify it.  Modify it only
the fly as it's loaded from disk?  Load modify and resave tiles on
disk?  Modify the terrain dynamically per frame in the application.

 I mean, suppose you have more raster data that you want to put as
 additional texture layers. How you can do it without rebuild the
 entire thing, as it would do using a source file?

In the case of osgTerrain based VPB database you'd need to find the
TerrainTile's in each loaded subgraph and then add/remove/modify the
ColorLayers as required.  However, this only part of the story, as I
alluded to above, how you go about this depends on what exactly you to
do.

Robert.
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Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo Alpha Problems

2009-10-02 Thread Scott Senften
OK, I found my problem.

On linux/X, the QOSGWidget, subclassed from QWidget, uses the default
visual.  On my system that visual doesn't include either an alpha
channel or stereo so when I request those in DisplaySettings the
visual used to create the gfx context is mismatched with the one used
for the actual window.  The glxMakeCurrent then fails if an alpha
channel is requested.  If quadbuffer stereo is requested, the render
throws a GL error.

Scott

On Wed, Sep 30, 2009 at 4:41 PM, Scott Senften ssenf...@gmail.com wrote:
 Well, I followed the initialization all the way through the
 GraphicsWindowX11 initialization and looked at the visual info.
 Everything looks like I expect it should.  I then followed it through
 to make sure the context that watched get created in GraphicsWindowX11
 is in fact the one being made current by ViewerBase and that looks
 right

 Has anyone else tried setting quadbuffered stereo or requested an
 alpha buffer using this example on linux?

 Any guidance or info would be appreciated.

 Scott

 On Tue, Sep 29, 2009 at 12:34 PM, Scott Senften sc...@senften.com wrote:
 Pierre,

 Thanks for the response.  osgviewer works as expected.  It must be
 something like you describe in the initialization.

 Thanks

 Scott

 On Tue, Sep 29, 2009 at 2:50 AM, Pierre Bourdin (gmail)
 bour...@imerir.com wrote:
 Hi Scott,
 does it works with osgviewer ?

 something like

 osgviewer --stereo QUAD_BUFFER cow.osg

 should display the cow in stereo without any error...

 Also I can't remember it exactly, but I think you have to re-init the
 context or something like this when switching to quadbuffer stereo...
 When switching in other stereo mode it is not necessary...

 Maybe others can be more helpful...

 Pierre.

 Le lundi 28 septembre 2009 à 17:42 -0500, Scott Senften a écrit :
 HI all,

 I'm having two difficulties with osgviewerQtWidget on linux, and I was
 hoping someone else may have already seen this and can give me some
 insight as to my troubles.

 In main.cpp, I added the following lines to turn on quadbuffer stereo.


     QPointertestMainWin myMainWindow = new testMainWin;

 #if DO_OUTBOARD_WINDOW
     QPointertestOutboardWin mySecondaryWindow = new testOutboardWin;
 #endif

     /* added these 3 lines */
     osg::DisplaySettings* ds = osg::DisplaySettings::instance();
     ds-setStereo( true );
     ds-setStereoMode( osg::DisplaySettings::QUAD_BUFFER );

   // The .ui file uses the Promoted widget, CompositeViewerQOSG
     osg::ref_ptrCompositeViewerQOSG compositeViewer =
 myMainWindow-ui.osgGraphicsArea;

     osg::ref_ptrViewQOSG view1 = new ViewQOSG(
 myMainWindow-ui.graphicsView1 );
     view1-setObjectName(ViewQOSG 1);


 When I do so, I get the following warning/error

 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)

 quadbuffer stereo is anabled on the system and I have other OGL apps
 that work as expected.  It appears that the context is valid but I
 haven't been able to retrieve the visual it thinks it's using to see
 if it's picked an appropriate one.

 ANAGLYPHIC stereo works as expected.

 My other issue is trying to get a visual with alpha.  Similarly...

     QPointertestMainWin myMainWindow = new testMainWin;

 #if DO_OUTBOARD_WINDOW
     QPointertestOutboardWin mySecondaryWindow = new testOutboardWin;
 #endif

     /* added these two lines */
     osg::DisplaySettings* ds = osg::DisplaySettings::instance();
     ds-setMinimumNumAlphaBits( 1 );

   // The .ui file uses the Promoted widget, CompositeViewerQOSG
     osg::ref_ptrCompositeViewerQOSG compositeViewer =
 myMainWindow-ui.osgGraphicsArea;

     osg::ref_ptrViewQOSG view1 = new ViewQOSG(
 myMainWindow-ui.graphicsView1 );
     view1-setObjectName(ViewQOSG 1);


 This gives me

 X Error: BadMatch (invalid parameter attributes) 8
   Extension:    143 (Uknown extension)
   Minor opcode: 5 (Unknown request)
   Resource id:  0x6400026
 Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
 test failed, requires valid graphics context.
 Segmentation fault

 which I'm assuming is because the context is either invalid or not current.

 If anyone has seen these problems and has some insight, I'd be
 grateful for your experience.

 Thanks

 Scott
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Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-10-02 Thread Glenn Waldron
Alejandro,

One option is to use osgEarth for this:

http://wush.net/trac/osgearth/wiki/TileSourcePluginVPB

Glenn

On Fri, Oct 2, 2009 at 9:49 AM, Alejandro Aguilar Sierra 
algsie...@gmail.com wrote:

 Hi Robert,

 Thanks for the information. By the way, how you can modify a terrain
 without rebuild it?
 I mean, suppose you have more raster data that you want to put as
 additional texture layers. How you can do it without rebuild the
 entire thing, as it would do using a source file?


 Regards,

 -- A.


 On Thu, Oct 1, 2009 at 11:43 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
  HI Alejandro and Chris,
 
  On Thu, Oct 1, 2009 at 6:55 AM, Chris 'Xenon' Hanson
  xe...@alphapixel.com wrote:
   I was just asking about the same thing. I'm curious too, I'm not sure
 if they're fully
  implemented.
 
  In VPB the vector (build and forest outlines imported from shape
  files) support is limited to databases build that use polygonal meshes
  rather than osgTerrain::TerrainTile.  VPB now defaults to generating
  databases with osgTerrain::TerrainTile's as they are more compact and
  more flexible as they allow runtime decimation of data as well as
  terrain modifications, but it doesn't yet have support for handling
  vector data.  To use the polygonal build you'll need to use
  --polygonal.
 
  I would like to see support added to osgTerrain::TerrainTile to allow
  us to provide polygonal outlines and fixed points of interest that the
  tesselation will honour, once this is in place we'll be able to get
  the shapefile support in VPB rolled out to all combinations.
 
  I should add that I'm not the author of the shapefile support in VPB,
  so I can't answer in too much about it's implementation.
 
  Robert.
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Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Jason Daly

Jean-Sébastien Guay wrote:

Wow, I didn't know osgOcean had already made it into Delta3D! Nice!
  


Delta3D is developed at the Naval Postgraduate School.  What did you 
expect?  ;-)


--J


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Re: [osg-users] Compel a camera (using MatrixManipulator) inside a sphere

2009-10-02 Thread Miguel Lokida
A little up to see if someone can have an idea.

Thanks !

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Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-02 Thread Jan Ciger
Hi Gopal,

gopal goenka gopal.goe...@hed.ltindia.com wrote:
...
 Segmentation fault
 [r...@localhost bin]#
 
  i may have missed in installation can any body give me the steps to
  install it a fresh and how to run it

I cannot help you with the crash, but you should never run software like this 
as root. It is a major security no-no - one bug and your whole system can be 
compromised/wiped/...

While OSG is well written, it is not designed to be with all safety 
precautions required to run is as root.

Regarding the crash - there have been someone else who had the same problem 
few days ago. Try to search the archives. Also, a backtrace of the crash would 
help to track it down. 

Regards,

Jan


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Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-02 Thread Kim Bale
Hi Gopal,

I'm afraid you're not giving me enough information to find a solution.

Basically on windows all you need to do to build osgOcean and the
example is this:

1. Download the osgOcean 1.0 src either from the svn or the zipped
version (preferably the svn).
2. Download the osgOcean resource zip and extract it into the
Resources directory within the osgOcean src folder
3. Download FFTSS or FFTW and build them
4. Fire up CMake and configure it to find the FFT library and it's
include directory.
5. Run CMake to configure a build project for your compiler of choice
6. Run the install project that CMake will generate.

Then run the oceanExample in the directory that you specified as an
install directory. I recently dabbled with compiling it in linux
however, being completely new to linux, I didn't get very far , but it
shouldn't be too hard.

You've clearly managed to get the program compiled, perhaps you could
run it through the debugger to provide more information. If the code
is at fault I'd been keen to find out the cause.

Regards,

Kim.



2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com:
 Hi,

 i am trying to run osgOsean .

 my osg version is 2.8.0
 osgOcean 1.0

 i have downloaded both the osgOcean 1.0 and its resourses.
 i have installed it but it gives segmentation fault like this

 [r...@localhost bin]# ./oceanExample
 Warning: font file fonts/arial.ttf not found.
 Warning: font file fonts/arial.ttf not found.
 Warning: font file fonts/arial.ttf not found.
 Building scene...
  . Loading cubemaps: 0.503053s
  . Generating ocean surface: 0.000315s
  . Creating ocean scene: 0.060127s
  . Loading islands: 1.47068s
  . Setting up lighting: 4.3e-05s
 complete.
 Time Taken: 2.05694s
 Segmentation fault
 [r...@localhost bin]#

  i may have missed in installation can any body give me the steps to install 
 it a fresh
 and how to run it


 Thank you!

 Cheers,
 gopal :|

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[osg-users] Snow Leopard stl issues? (osg 2.9.5)

2009-10-02 Thread Chip Collier
Hi,

I'm working on a project and targeting linux and OSX. It's a Qt based 
application and I have my builds in order more or less using qmake and so on, 
but on OSX I get segfaults anytime I access certain properties of a node. The 
easiest example is to just make a node visitor that prints out the name (cout 
 node.getName()  endl) of it's nodes and I'll get the segfault on the first 
trip to apply(). Running it through the debugger shows that the fault happens 
somewhere in std::string, and trying to investigate the contents of the node 
the debugger is just showing me 0x0 for the contents of the name for instance.

Could someone enlighten me as to what would cause this. On Linux I have no 
troubles at all (also using 2.9.5). I know snow leopard isn't really an 
official target yet but I have built the frameworks and plugins without a 
problem so far in a variety of different ways as well: I've used the 10.5 sdk, 
the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas because 
I don't know what's happening. I can load models and add manipulators and do 
all sorts of the example-y things but as soon as I try to report what's in the 
scene I'm out of luck. :)

Thank you!

Cheers,
Chip

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Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)

2009-10-02 Thread FlySky





在2009-10-03,Chip Collier pho...@gmail.com 写道:
Hi,

I'm working on a project and targeting linux and OSX. It's a Qt based 
application and I have my builds in order more or less using qmake and so on, 
but on OSX I get segfaults anytime I access certain properties of a node. The 
easiest example is to just make a node visitor that prints out the name (cout 
 node.getName()  endl) of it's nodes and I'll get the segfault on the 
first trip to apply(). Running it through the debugger shows that the fault 
happens somewhere in std::string, and trying to investigate the contents of 
the node the debugger is just showing me 0x0 for the contents of the name for 
instance.

Could someone enlighten me as to what would cause this. On Linux I have no 
troubles at all (also using 2.9.5). I know snow leopard isn't really an 
official target yet but I have built the frameworks and plugins without a 
problem so far in a variety of different ways as well: I've used the 10.5 sdk, 
the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas because 
I don't know what's happening. I can load models and add manipulators and do 
all sorts of the example-y things but as soon as I try to report what's in the 
scene I'm out of luck. :)

Thank you!

Cheers,
Chip

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Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)

2009-10-02 Thread Butler, Lee Mr CIV USA USAMC
I'm going to *guess* that this is another 32/64bit issue.  With Snow Leopard 
the tool chain switched to creating 64bit executables by default.  Qt is still 
32bit on the Mac.  For starters, make sure the following is in your .pro file:

CONFIG += x86

Make sure you are compiling/linking everything 32bit (osg, your code, 
libraries, etc.).

Lee

- Original Message -
From: FlySky zz...@163.com
Date: Friday, October 2, 2009 14:03
Subject: Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)
To: osg-users osg-users@lists.openscenegraph.org


 
 
 
 
 
 在2009-10-03,Chip Collier  写道:
 Hi,
 
 I'm working on a project and targeting linux and OSX. It's a Qt based 
 application and I have my builds in order more or less using 
 qmake and so on, but on OSX I get segfaults anytime I access 
 certain properties of a node. The easiest example is to just make a 
 node visitor that prints out the name (cout 
 Could someone enlighten me as to what would cause this. On Linux I have no 
 troubles at all (also using 2.9.5). I know snow leopard isn't really an 
 official target yet but I have built the frameworks and plugins without a 
 problem so far in a variety of different ways as well: I've used the 10.5 
 sdk, the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas 
 because I don't know what's happening. I can load models and add 
 manipulators and do all sorts of the example-y things but as soon as I try 
 to report what's in the scene I'm out of luck. :)
 
 Thank you!
 
 Cheers,
 Chip
 
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Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)

2009-10-02 Thread Chip Collier
The latest Qt is 64-bit on mac now and I configured it with cocoa. I'm using 
the latest build from git as well after I first had troubles with the pre-built 
Qt4.5 (the cocoa version, not the carbon version)... which also has a couple of 
issues with snow leopard in general though.

Here is the output from 'file' on the Core and Gui libraries:
/usr/local/Trolltech/Qt-4.7.0/lib/QtCore.framework/QtCore: Mach-O 64-bit 
dynamically linked shared library x86_64
/usr/local/Trolltech/Qt-4.7.0/lib/QtGui.framework/QtGui: Mach-O 64-bit 
dynamically linked shared library x86_64


However, I'll look into a 32-bit build and see if that fixes it.

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[osg-users] Set Node color

2009-10-02 Thread Bilal Zeidan

Hi every one,

I am asking if some can help me to set a non shaded color to a node. In 
another words, I don’t want the color of the node to be affected by the 
light source of the scene. In my case, I don’t have a direct access to 
the node’s drawables that’s why I am using the node’s material to set 
the color of the node. I tried to set the ColorMode of the material to be GL_DIFFUSE/GL_EMISSION but none of 
them has worked well. I also tried to activate and deactivate the light attribute 
of this node but I didn’t get the desired result.


My question is how can I set a single non shaded color to a loaded 
graphic model if I don’t have access to its geometry?


Thank you in advance.



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Re: [osg-users] Set Node color

2009-10-02 Thread Thrall, Bryan
Bilal Zeidan wrote on Friday, October 02, 2009 3:10 PM:
 I am asking if some can help me to set a non shaded color to a node.
In
 another words, I don't want the color of the node to be affected by
the
 light source of the scene. In my case, I don't have a direct access to
 the node's drawables that's why I am using the node's material to set
 the color of the node. I tried to set the ColorMode of the material to
be
 GL_DIFFUSE/GL_EMISSION but none of them has worked well. I also tried
to
 activate and deactivate the light attribute 
 of this node but I didn't get the desired result.
 
 My question is how can I set a single non shaded color to a loaded
 graphic model if I don't have access to its geometry?
 
 Thank you in advance.

Have you tried using OVERRIDE when you set the ColorMode or GL_LIGHTING?

i.e.

stateset-setAttributeAndMode(colorMode, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);

or

stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF |
osg::StateAttribute::OVERRIDE);

Without OVERRIDE, the model's settings for these attributes will be used
instead of yours.

-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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[osg-users] New OpenGL texture object and buffer object pool support

2009-10-02 Thread Robert Osfield
Hi All,

I've been pretty quiet and the public list/forum through September,
keeping my head down developing new functionality for the OSG...  and
the new functionality I'm pleased to announce today is that we now
have a loverly new back-end implementation for texture objects and
buffer objects (VertexBufferObject, ElementBufferObjects and
PixelBufferObjects's) that provides a set of GL objects pools that
enable recycling of both orphaned GL objects and reuse of GL objects
that are still attached to the scene graph, but are stale - i.e.
haven't been rendered in the last frame.

The benefit the GL object pools provide is that we can scale up the
scene graph in main memory without blowing OpenGL driver and GPU
memory as we would do without the new pools.  This feature also
reduces the likely-hood of thrashing of OpenGL driver and GPU memory
so that where we might have previously seen frame drops due to memory
management we avoid them completely or reduce there impact.  The
memory pools will come in there own once we scale down the GPU memory
size, such as embedded systems, or on desktop/workstation applications
where GPU memory can be overflowed due to massive databases being kept
in main memory.  In the later case this issue is more compounded on
some OS's, such as Vista, that limits the amount of memory that OpenGL
drivers can allocate, so here it should help make the app more stable
(avoid the crashes due to out of memory errors) and faster.

So... how to try out the new texture and buffer object pools?   First
up you'll need to update to the latest OpenScenGraph svn/trunk.  Next
you'll need to enable the pools by setting the env vars: (example
below for bash)

  export OSG_TEXTURE_POOL_SIZE=1 // size in bytes (100Mb)
  export OSG_BUFFER_OBJECT_POOL_SIZE=2 // size in bytes (200Mb)

Then run your app with some big data, such a large paged database, you
can push the amount of main memory used by enabling the MaxPagedLOD
feature in the DatabasePager via:

  export OSG_MAX_PAGEDLOD=10 // keep in memory a maximum of
100,000 PagedLOD nodes

You can also set these values programmatically via osg::DisplaySettings.

A word of warning though, I have almost completely rewritten the way
that the backend that drives texture objects and buffer objects, even
when you don't enable the texture/buffer object pools, the code
managing the GL objects is still completely different. With major
changes like this comes the likelihood of regressions.  I've been
doing a range of tests at my end, but it's still far more limited in
scope to what the community will expose the OSG to, so... there you
may way see problems that I haven't.  The best I can do is endeavor to
get them fixed as quickly as possible, just let me know if you see
something odd and I we can work together to spot what the underlying
problem and squish it.  The more testing we can get the quicker we can
shape the code up to being release quality.

Have fun with it :-)
Robert.
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Re: [osg-users] New OpenGL texture object and buffer object pool support

2009-10-02 Thread Robert Osfield
 So... how to try out the new texture and buffer object pools?   First
 up you'll need to update to the latest OpenScenGraph svn/trunk.

You'll need to wait, my attempt to check changes in has failed due to
problems connecting to the server..  I'll ping the list once things
are successfully checked in.

Cheers,
Robert.
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Re: [osg-users] [osgCompute] PostProcessGL

2009-10-02 Thread Michael Guerrero
So on to the next hurdle... It seems that the post process example only works 
for a single render.  I didn't notice this at first since nothing was moving in 
the scene.  However, if we make it match what the osgPrerender example does by 
having an update callback rotate the cow, nothing happens.

What I did was add the following to createPreRenderSubGraph(...)

Code:
osg::NodeCallback* nc = new osg::AnimationPathCallback(
  
loadedModelTransform-getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
   loadedModelTransform-setUpdateCallback(nc);



To verify that this was not a problem with my code I applied the initially 
rendered texture to the quad instead of the final cuda processed texture.  This 
consisted of:

Code:
///
   // SCENE //
   ///
   osg::Group* scene = new osg::Group; 

   scene-addChild(getGeode(*sourceTexture));


instead of this:

Code:
///
   // SCENE //
   ///
   osg::Group* scene = new osg::Group; 

   scene-addChild(getGeode(*targetTexture));



I'm looking into the cause right now but maybe this is something obvious for 
you guys.

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