Re: [osg-users] First pass at Optional compile paths now checked in.

2009-10-25 Thread Robert Osfield
Hi All,

I have just checked in my set of optional compile changes required for
OpenGLES 1.x, 2.x, OpenGL 1.x,2.x and 3.x support.  The changes make
it possible to compile against OpenGL ES 1.1 and 2.0 headers, as well
as traditional OpenGL 1.x and 2.x headers.  I haven't tested against
OpenGL 3.x headers though, so this will likely require a few more
tweaks.

For these changes I had to modify quite a large number of core OSG
headers and source files, so as with many other extensive changes I've
made this month there is a risk of regressions in build and runtime,
so please be on the look out for problems.  If you see any I'll
attempt to get them resolved as soon as possible.  You patience and
assistance will be very welcomed.

With the check into to snv/trunk that I have done I have reached a key
milestone in the OSG port to OpenGL ES 2.0, the remaining milestones
are to link against the OpenGL ES 2.0 libs on my target hardware and
using OpenGL ES 2.0 emulator libs on my desktop hardware and to port
osgViewer to support EGL.  I have been using my 64bit Core i7 for the
porting effort so far, and as there aren't any emulator libs available
for 64bit I have only been able to test building against the headers,
so linking is still a bit of an unknown, although I'm not expecting
any major issues.

During the next week I'll be installing a 32bit Linux distro on my
workstation, on a little dell laptop I have just purchased that has
native OpenGL ES 2.0 hardware  Linux drivers, and then tackling
getting the CMake build system to pick up on the GLES libs, and
osgViewer supporting EGL.  All going well we should have the basic
port to OpenGL ES 2.0 functioning by the end of next week ;-)

The door will also be open to adding OpenGL ES 1.1 support shortly
after, and OpenGL 3.x support should not be too difficult either.
These are areas where the community could particularly help out on as
I don't yet have any experience with working on these OpenGL targets.
If your interested in helping out with ES 1.1 and GL 3.x support then
it's time to start reviewing the new code changes I've been checking
in, and asking any questions that you feel need answered to help
progress your efforts.

Cheers,
Robert.
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Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-25 Thread stefan nortd
Hey Paul, Jeremy,

So, text is in the transparent RenderBin. Hmm that makes sense. I was 
hoping there is simple explanation. I guess I could use depth testing. The 
main problem I had with this was to come up with a fairly simple 
algorithm to determine the z position. It would mean to layer the panels 
close together so their size is not affected and still far enough away from
 each other to not run into depth buffer resolution issues. An added 
complication is that any panel may nest other panel/widgets on the fly 
further making it harder to get the z distances right. I tried to roll my own 
algo for this but it became it gathered too many uncertainties. So I opted 
for the painter's algo.

Any ideas about doing the z position assignments with nested 
panels/widgets?


Jeremy, osgWidget looks cool. I might end up using once I have a good 
grip on it. Usually implementing my own is a way for me to learn. 

Do you think it would be easy to adapt it for multi pointer/touch, doing 
non-axis aligned windowing, and extending it for custom/experimental 
widgets like two finger painting brushes?


Best,
stefan


stefan hechenberger

http://linear.nortd.com

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[osg-users] Non-core projects, code library

2009-10-25 Thread Chris 'Xenon' Hanson
  One thing I've noticed recently is that there is no central organization of 
OSG-related
code that is not part of the actual core OSG SVN.

  I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and 
just
snippets like here's a visitor that squooshes models into mashed potatoes.

  There's alot of stuff in various FAQs, in forum threads and other random 
places.

  I'm thinking it might take two forms. one would be a section of the Wiki for 
code
snippets, organized by some sort of categorization. This is pretty easy.

  The second part is more complex. As an analogy, if we consider the Linux 
kernel versus a
Linux distribution (like Debian for example). OSG is currently like the kernel 
-- it needs
to be complete and internally consistently tested. A new kernel should have no 
bugs in the
portions of code considered the kernel, but doesn't especially care about 
failures
relating to things outside the kernel but considered part of the 
distribution. As an
example, Linus doesn't especially worry about whether a kernel change breaks a
distribution application like, for example, KOffice.

  What i'm trying to get it is I think it would be good to draw together some 
of the more
significant OSG-related projects (like osgAL, etc, project maintainers willing) 
and
perhaps host them on the main OSG SVN and wiki, but NOT have them be considered 
an
official part of the OSG kernel. What I'm trying to achieve is offering new 
(and
existing!) developers a more complete picture of what's available for OSG, 
WITHOUT
incurring any new testing and maintenance load for Robert.

  These new parts might not be able to be fully maintained (we just don't have 
the people
to do this), but we could perhaps note when they were last verified to be 
functional with
the current OSG, and what OSG version that was.

-- 
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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[osg-users] Cleaning out Community/JobOffers -- osg

2009-10-25 Thread Chris 'Xenon' Hanson
http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers

  I'm guessing a lot of these positions are out of date. Would someone step 
forward to
contact each of these companies to verify if their postings are valid anymore 
and move the
obsolete ones to the old section of the page?

-- 
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] Non-core projects, code library

2009-10-25 Thread Art Tevs
Hi Chris,

a similar discussion was already started by me longer time ago. Check this 
thread:
http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006

So the thing is, that in order to move from the way how its currently managed, 
it requires a lot of power and time. And it seems that there are not so much 
will would to take the opportunity and to remanage/rearchitecture the whole OSG 
library. I would like to see some changes too, so that for example libraries 
could be hosted in more official way in the osg repository.

Currently every project maintainer can put his webpage on the wiki. Yeah, even 
with the forum I tried to create a place where support for the projects can be 
given (think on sub-categories on the forum). The only one thing is, that all 
projects are managed outside and are not included into main repository. I would 
claim that every project maintainer has to take care of being compatible to the 
current official releases of osg. 


Cheers,
art


Chris 'Xenon' Hanson wrote:
 One thing I've noticed recently is that there is no central organization of 
 OSG-related
 code that is not part of the actual core OSG SVN.
 
 I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and 
 just
 snippets like here's a visitor that squooshes models into mashed potatoes.
 
 There's alot of stuff in various FAQs, in forum threads and other random 
 places.
 
 I'm thinking it might take two forms. one would be a section of the Wiki for 
 code
 snippets, organized by some sort of categorization. This is pretty easy.
 
 The second part is more complex. As an analogy, if we consider the Linux 
 kernel versus a
 Linux distribution (like Debian for example). OSG is currently like the 
 kernel -- it needs
 to be complete and internally consistently tested. A new kernel should have 
 no bugs in the
 portions of code considered the kernel, but doesn't especially care about 
 failures
 relating to things outside the kernel but considered part of the 
 distribution. As an
 example, Linus doesn't especially worry about whether a kernel change breaks a
 distribution application like, for example, KOffice.
 
 What i'm trying to get it is I think it would be good to draw together some 
 of the more
 significant OSG-related projects (like osgAL, etc, project maintainers 
 willing) and
 perhaps host them on the main OSG SVN and wiki, but NOT have them be 
 considered an
 official part of the OSG kernel. What I'm trying to achieve is offering new 
 (and
 existing!) developers a more complete picture of what's available for OSG, 
 WITHOUT
 incurring any new testing and maintenance load for Robert.
 
 These new parts might not be able to be fully maintained (we just don't have 
 the people
 to do this), but we could perhaps note when they were last verified to be 
 functional with
 the current OSG, and what OSG version that was.
 
 -- 
 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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[osg-users] how restart AnimationPathHandler at start position

2009-10-25 Thread Felix Ilbring
Hi,

I have a simple question: How do i confince the handler to start the animation 
always from first second? Each time i fire the start event, i want to start the 
animation from time 0.
If i stop the animation by 'Z', and press 'Z' again 5 sec later. it seems the 
path has moved on although if i fired the stop event. 

Is it possible to restart the Timer or something?
i tried: 
_view-setStartTick(osg::Timer::instance()-tick());

but has no effect.

thanks for your help
Cheers,
Felix

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Re: [osg-users] how restart AnimationPathHandler at start position

2009-10-25 Thread Rafa Gaitan
Hi Felix,

I did something similar, maybe this pause method could help you.

 _pause = !_pause;
 if(_pause)
_startTick = _timer.tick();
 else {
_timer.setStartTick(_timer.getStartTick()+(_timer.tick()-_startTick));
 }

I save the tick when is paused and when I unpause I set the new
startTick of the timer (or the view in your case) to the prevous
startTick plus the time I have been paused, so all continues at the
same time.

Hope this helps,

Rafa.



On Sun, Oct 25, 2009 at 8:07 PM, Felix Ilbring felixilbr...@gmx.net wrote:
 Hi,

 I have a simple question: How do i confince the handler to start the 
 animation always from first second? Each time i fire the start event, i want 
 to start the animation from time 0.
 If i stop the animation by 'Z', and press 'Z' again 5 sec later. it seems the 
 path has moved on although if i fired the stop event.

 Is it possible to restart the Timer or something?
 i tried:
 _view-setStartTick(osg::Timer::instance()-tick());

 but has no effect.

 thanks for your help
 Cheers,
 Felix

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-- 
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Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-25 Thread Paul Martz

stefan nortd wrote:
It would mean to layer the panels 
close together so their size is not affected and still far enough away from

 each other to not run into depth buffer resolution issues.


Is there a reason you are using a perspective projection? This would not 
be an issue with an orthographic projection.


Any ideas about doing the z position assignments with nested 
panels/widgets?


The better way to go is to override the render bin so that the Text 
stays in the same render bin as the rest of your geometry.

   -Paul
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Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-25 Thread Roland Smeenk
Done.

I added the some of the rules for the jobs page in the past. Typically 
companies don't take the effort to remove jobs when filled so I don't take the 
effort to contact them and remove the jobs when they are old enough. If it's 
not OK they can always restore the data from the page history.

--
Roland

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Re: [osg-users] [osgPPU] Please test current SVN (release v0.5.6)

2009-10-25 Thread Harash Sharma
Dear Mr. Art Tevs,

    A belated thanks for your earlier help. Now I have downloaded the svn trunk 
for testing. The osg version is osg-2.9.5. Compiler: Visual Studio2005, OS: 
Windows 7-RC1. I am encountering some compilationm errors. Wanted to delay the 
migration to osg-2.9.6 for some days due to some official presentations. If 
these errors have something to do with osg-version differences, pls. ignore. I 
will update and retry. Following are the errors:

3Unit.cpp
3.\Unit.cpp(509) : warning C4018: '' : signed/unsigned mismatch
3.\Unit.cpp(647) : error C2039: 'getOrCreateGLBufferObject' : is not a member 
of 'osg::PixelDataBufferObject'
3 D:\ExternalAPIs\OpenSceneGraph\OpenSceneGraph\include\osg/BufferObject(383) 
: see declaration of 'osg::PixelDataBufferObject'
3.\Unit.cpp(647) : error C2227: left of '-isDirty' must point to 
class/struct/union/generic type
3.\Unit.cpp(649) : error C2039: 'getOrCreateGLBufferObject' : is not a member 
of 'osg::PixelDataBufferObject'
3 D:\ExternalAPIs\OpenSceneGraph\OpenSceneGraph\include\osg/BufferObject(383) 
: see declaration of 'osg::PixelDataBufferObject'
3.\Unit.cpp(649) : error C2227: left of '-isDirty' must point to 
class/struct/union/generic type
3Generating Code...3Build log was saved at 
file://d:\ExternalAPIs\OpenSceneGraph\osgPPU\src\osgPPU\osgPPU.dir\Debug\BuildLog.htm
3osgPPU - 4 error(s), 7 warning(s)
Regards,
 
Harash





From: Art Tevs arti_t...@yahoo.de
To: osg-users@lists.openscenegraph.org
Sent: Sat, October 24, 2009 1:11:40 AM
Subject: [osg-users] [osgPPU] Please test current SVN (release v0.5.6)

Hi folks,

In couple of last days I made huge differences to the code of osgPPU. I would 
like to ask you to test current svn before I am going for an official release 
(this will be as soon as there is new stable OSG version 2.10 released). 
Current code is built against osg v2.9.6. 

I've added a new unit: UnitBypassRepeat, which provides you with a possibility 
of iterative rendering of a subgraph. A new example osgppu_diffusion, shows a 
simple mean curvature flow diffusion filter. So it is implemented with PDE 
(partial derivative equation) and runs for several iterations. The number of 
iterations is changeable during the runtime. Changing of the filter to a 
sharpening filter or something else is very easy.

I've also made changes in the way how the unit graph is traversed and gathered 
by the CullVisitor. It is now more conservative, lazy placing of units in the 
graph will be punished ;) The advantage is, that every unit is executed only 
before its parents has been already executed. In the previous releases this was 
not guaranteed for very complex unit graphs.

MRTs (multiple rendering targets) are also now supported in very easy way. Take 
a look into diffusion example. There I am using up-to 3 MRTs to compute the 
derivatives.

Please let me know of any bugs if you will find them.

Thank you all in advance.
Art

P.S. For those who is not familar with osgPPU go here
http://projects.tevs.eu/osgPPU/[/url]

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[osg-users] Double transparency :O

2009-10-25 Thread Rene Bokhorst
Hi,

I can't find the solution to my problem in any of the other posts, so I'm 
writing in a new thread.

For a lighting event here in Eindhoven (NL) our company is going to project an 
image on a building using big ass beamers. It's an event which follows up after 
Glow (http://www.gloweindhoven.nl/). Our idea was to have an interactive 
application running between two users and the image projected by the big ass 
beamer. We're going to capture the movements of two users that are throwing 
paint at a building. All the user does is make the gesture, and my application 
extrapolates the course the paint will fly at the building. To round it off; a 
nice animated splash of paint is then projected on the building.

So I decided OSG would be a decent way to make this happen. Well... I got most 
things in place. Someone supplied a sequence of transparent PNG images for me 
to display. I used libpng to load them and put them in a osg::Image object 
which I then proceed to put in an osg::ImageSequence object. I then proceed to 
do some things I read on these forums to make the loaded PNG appear as a 
transparent texture-on-a-quad in my view.

And this actually works:


Code:

SplashContainer
LichtStadEindhovenApp::Splash(
osg::Vec3f position,
osg::Vec2f scale,
DWORD color,
float speed,
int nsplash)
{
SplashContainer cont;
osg::ref_ptrosg::ImageSequence tmpImageSequence = new 
osg::ImageSequence();

for ( int k = 0 ; k  splash[nsplash]-size() ; k += 1 )
{

tmpImageSequence-addImage(LoadBitmapPNG(splash[nsplash]-operator 
[](k).c_str(), color));
}

osg::ref_ptrosg::Geode geode = new osg::Geode();
osg::ref_ptrosg::PositionAttitudeTransform texPAT = new 
osg::PositionAttitudeTransform();

osg::ref_ptrosg::Geometry quad1 = createTexturedQuadGeometry(
osg::Vec3d(0.0, 0.0, 0.0),  //Center vector
osg::Vec3d(0.0, 0.0, scale.x()),//Width vector
osg::Vec3d(scale.y(), 0.0, 0.0),//Height vector
1.0,
//Texture coordinates left
1.0);   
//Texture coordinatse top

texPAT-setPosition(position);

mNavTrans-addChild(texPAT.get());
texPAT-addChild(geode);
osg::Quat q(osg::DegreesToRadians(90.0f), osg::Vec3f(0.0f, 1.0f, 0.0f));
texPAT-setAttitude(q);
geode-addDrawable(quad1.get());

osg::ref_ptrosg::Texture2D splashTexture = new 
osg::Texture2D(tmpImageSequence);
osg::ref_ptrosg::StateSet stateset = quad1-getOrCreateStateSet();

stateset-setTextureAttributeAndModes(0, splashTexture.get(), 
osg::StateAttribute::ON);
stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

osg::ref_ptrosg::BlendFunc texture_blending_function = new 
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
stateset-setAttributeAndModes(texture_blending_function.get(), 
osg::StateAttribute::ON);
stateset-setMode(GL_BLEND, osg::StateAttribute::ON);

osg::ref_ptrosg::AlphaFunc alpha_transparency_function = new 
osg::AlphaFunc();

alpha_transparency_function-setFunction(osg::AlphaFunc::ComparisonFunction::ALWAYS,
 0.5);
stateset-setAttributeAndModes(alpha_transparency_function.get(), 
osg::StateAttribute::ON );

stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

quad1-setStateSet(stateset.get());

cont.geode = geode;
cont.imgseq = tmpImageSequence;
cont.pos = texPAT;
cont.f_incr = speed;
cont.f_time = 0.0f;
if ( nsplash == 1 || nsplash == 2 )
cont.bSaveLastFrame = false;
else
cont.bSaveLastFrame = true;

printf(ptr count 1: %d\n, tmpImageSequence-referenceCount());
m_vecSplashes.push_back(cont);
printf(ptr count 2: %d\n, 
m_vecSplashes[m_vecSplashes.size()-1].imgseq-referenceCount());

nThrown += 1;

return cont;
}




My problem is is that I also want this quad to be 70% transparent. So that when 
a new quad is placed in front of it, a little bit of the image farther away 
remains visible.

I've read several posts all of which say I should add this piece of code 
somewhere.


Code:

osg::Material* mat = 
(osg::Material*)stateset-getAttribute(osg::StateAttribute::MATERIAL);
if ( !mat )
mat = new osg::Material();
mat-setAlpha(osg::Material::FRONT_AND_BACK, 0.70f);
stateset-setAttribute(mat, osg::StateAttribute::ON);




however adding it to the function I described above does nothing to achieve 
anything at all. My tree looks like this


Code:

// texPAT -- geode 
-- quad
//   /
// mRoot -- mPos -- 

Re: [osg-users] [osgPPU] Please test current SVN (release v0.5.6)

2009-10-25 Thread Art Tevs
Hi Harash,

yes, this errors are because of not matched osg version. So in order to run it, 
you need to get current osg from svn.


Thank you for your help,

Art

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Re: [osg-users] Non-core projects, code library

2009-10-25 Thread Paul Martz

Chris 'Xenon' Hanson wrote:

  I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and 
just
snippets like here's a visitor that squooshes models into mashed potatoes.


Is that anything like ray tracing Jello?
http://portal.acm.org/citation.cfm?id=37411dl=GUIDEcoll=GUIDECFID=59549751CFTOKEN=62697713

   -Paul

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Re: [osg-users] re-initialize OpenGL objects after window

2009-10-25 Thread Terry Welsh
Thanks for the suggestions Robert.  I played around with rebuilding my
OpenGL objects some more and found that the necessary steps are:

sceneview-releaseAllGLObjects();
state-setContextID(state-getContextID() + 1);

For completness's sake, I've been doing this

scenegraphroot-releaseGLObjects();
sceneview-releaseAllGLObjects();
sceneview-flushAllDeletedGLObjects();
state-setContextID(state-getContextID() + 1);

However, the extra two steps don't appear to be necessary.

If I only increment the context ID and do nothing else, most OpenGL
objects get rebuilt except for the ones that were onscreen at the time
of the context switch.  This makes it look as if all objects not
culled on the last frame do not get re-initialized.

So while I have a working solution, it might be fragile since I still
don't completely understand what's going on inside OSG.  I'd like to
hear any other thoughts you or anyone else have on this problem.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 11
 Date: Mon, 19 Oct 2009 09:01:21 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] re-initialize OpenGL objects after window
resize
 Message-ID:
7ffb8e9b0910190101ya523cbckd5b319842667d...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 On Sun, Oct 18, 2009 at 11:12 PM, Terry Welsh mogu...@gmail.com wrote:
 I'm working on and OSG/SDL application. ?Resizing the window in Linux
 works fine, but resizing it in Windows causes the app to lose all its
 OpenGL objects. ?Is there a recommended way to re-initialize all
 OpenGL objects?

 I really wouldn't recommend using SDL for windowing...

 In your case it does sound like SDL is deleting the original graphics
 context and then recreating a completely new one on resize.

 So far I have been experimenting with SceneView's releaseAllGLObjects,
 flushAllDeletedGLObjects, and COMPILE_GLOBJECTS_AT_INIT. ?But this has
 mostly led to crashes and hasn't fixed the problem. ?Just thought I
 would take a break and see if anyone has any other suggestions

 The problem is that the scene graph itself is retaining handles to the
 original OpenGL objects and still has this around when you try to
 reapply them to a completely new graphics context, which
 unsurprisingly causes problems.  The scene graph itself doesn't know
 about the fact that you've changed the graphics context from
 underneath it so you'll need to tell it but doing a
 scenegraph-releaseGLObjects();   The SceneView methods just clean up
 already released GL objects, so you'd call these after the scenegraph
 release.

 Robert.


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Re: [osg-users] Non-core projects, code library

2009-10-25 Thread Jean-Sébastien Guay

Hi Chris, Art,


a similar discussion was already started by me longer time ago. Check this 
thread:
http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006


And actually I can remember starting a similar discussion too. I wanted 
to eventually get the OSG site to run some kind of semi-open project 
hosting system, like gforge or something like that, so that people could 
start hosting their OSG-based projects' source and any related 
documentation/wiki/etc. without any intervention from the site 
maintainer(s) (Robert, Jose Luis Hidalgo).


Nothing came of it, and there was not much enthusiasm about the idea (I 
still think it would be nice) so I ended up hosting my own projects on 
googlecode. I know others do the same (osgOcean, osgPango/osgCairo, ...)


I think basically that offering a central place for the OSG ecosystem 
(things that surround OSG without being part of it) would be very good 
both for people who are looking for specialized libraries built on top 
of OSG (more certainty that it will work without too much trouble), and 
the developers of such libraries (more visibility).


J-S
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[osg-users] Question about possible changes between 2.6 and 2.8.2

2009-10-25 Thread Peter Bear
Hi,
I'm working with a project right now, and it was using 2.6, and it was 
compiling fine until I implemented the shadow code using osgShadow, however I 
seem to have fixed the link errors from shadows by updating the OSG Libraries 
to 2.8.2 from 2.6, however now I get these linker errors:


Code:
WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Switch const * __thiscall 
osg::Node::asSwitch(void)const  (?asswi...@node@osg@@ubepbvswi...@2@XZ)
3Control.obj : error LNK2001: unresolved external symbol public: virtual 
class osg::Switch const * __thiscall osg::Node::asSwitch(void)const  
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Switch const * __thiscall 
osg::Node::asSwitch(void)const  (?asswi...@node@osg@@ubepbvswi...@2@XZ)
3WindowManager.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const  
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const  
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3Control.obj : error LNK2001: unresolved external symbol public: virtual 
class osg::Switch * __thiscall osg::Node::asSwitch(void) 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3WindowManager.obj : error LNK2019: unresolved external symbol public: 
virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) 
(?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function public: virtual 
bool __thiscall csp::wf::WindowManager::onClick(int,int) 
(?oncl...@windowmanager@w...@csp@@uae_...@z)
3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
public: virtual class osg::Geode const * __thiscall 
osg::Node::asGeode(void)const  (?asge...@node@osg@@ubepbvge...@2@XZ) 
referenced in function public: __thiscall 
csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int) 
(??0windowmanagerviewern...@wf@csp@@q...@hh@Z)
3Control.obj : error LNK2001: unresolved external symbol public: virtual 
class osg::Geode const * __thiscall osg::Node::asGeode(void)const  
(?asge...@node@osg@@ubepbvge...@2@XZ)
3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Geode const * __thiscall 
osg::Node::asGeode(void)const  (?asge...@node@osg@@ubepbvge...@2@XZ)
3WindowManager.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const  
(?asge...@node@osg@@ubepbvge...@2@XZ)
3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const  
(?asge...@node@osg@@ubepbvge...@2@XZ)
3WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) 
(?asge...@node@osg@@uaepavge...@2@XZ) referenced in function public: 
__thiscall osg::ref_ptrclass osg::Group::~ref_ptrclass osg::Group(void) 
(??1?$ref_...@vgroup@osg@@@osg@@q...@xz)
3Control.obj : error LNK2001: unresolved external symbol public: virtual 
class osg::Geode * __thiscall osg::Node::asGeode(void) 
(?asge...@node@osg@@uaepavge...@2@XZ)
3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) 
(?asge...@node@osg@@uaepavge...@2@XZ)
3WindowManager.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Geode * __thiscall osg::Node::asGeode(void) 
(?asge...@node@osg@@uaepavge...@2@XZ)
3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: 
virtual class osg::Geode * __thiscall osg::Node::asGeode(void) 
(?asge...@node@osg@@uaepavge...@2@XZ)
3Control.obj : error LNK2001: unresolved external symbol public: virtual 
class osg::BoundingSphereImplclass osg::Vec3f __thiscall 
osg::Transform::computeBound(void)const  
(?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz)
3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
public: virtual class osg::BoundingSphereImplclass osg::Vec3f __thiscall 
osg::Transform::computeBound(void)const  
(?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz)

Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-25 Thread Chris 'Xenon' Hanson
Roland Smeenk wrote:
 Done.
 I added the some of the rules for the jobs page in the past. Typically 
 companies don't take the effort to remove jobs when filled so I don't take 
 the effort to contact them and remove the jobs when they are old enough. If 
 it's not OK they can always restore the data from the page history.

  Thanks Roland!

 Roland

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