[osg-users] smooth layer transistion?

2009-11-11 Thread Akilan Thangamani
Hi,

I  have created a terrain DB with different resolution images covering same 
area.
As and when the region is zoomed in, there is transistion from poor resolution 
image
to higher resolution image. The transition  is quite visible. Means that at 
particular level the entire poor resolution tile disappears and next layer is 
brought up. I would like it to happen so smoothly. Whether do I have to set 
mipmap filter to acquire such smooth transition?

Thank you!

Cheers,
Akilan

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Re: [osg-users] Setting CullVisitor

2009-11-11 Thread Robert Osfield
Hi Tim,

On Tue, Nov 10, 2009 at 5:23 PM, Tim Moore timo...@redhat.com wrote:
 If you want to customize culling for a node that is a subclass of osg::Geode,
 you pretty much need to write your own cull visitor and override
 CullVisitor::apply(Geode); the low-level code that puts geometry
 into the render graph is contained in that function and is called after
 the traverse() function of the node class.

osg::Geode is presently a bit of special case as it's the leaf node,
all is not lost, you still have different techniques that can help
avoid needing to subclassing CullVisitor.

First up, the osg::Drawable have their own cull callback so if you
want to change the culling on a Geode's drawables then you can place
the cull callback on them.

Another approach you can take is to subclass from osg::Node and mirror
the osg::Geode behavour of managing it's own Drawables, and then in a
custom traverse method you do the culling as your desire and adding
the Drawables into the CullVisitor directly.

Both of these approaches have the advantage that they work on any
viewer, and you don't have to grapple with the overriding the default
CullVisitor.

Robert.
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Re: [osg-users] osg::Notify log archive creation

2009-11-11 Thread Robert Osfield
Hi Ernest,

2009/11/10 Ernesto de la Cruz Guevara Ramírez elguev...@uci.cu:
 Hi all there,
 People I´m new to OSG I´m trying to use it wit QT framework and ARToolKit to
 develop my first Augmented Reality application. First I have integrated OSG
 ARToolKit and QT quite good, I saw the live video stream from my webcam, but
 when I tried to add marker detection the application close without any
 message. Then I need to know how to redirect osg::Notify messages to a log
 archive to know what is happening with my application.

You have a couple of different options, in svn/trunk there is now
support for writing your own NotifyHandler, but with OSG-2.8.x and
prior you'll need to take the notify() stream and attach your own
custom streambuffer to reidirect the output.

Or... just run your app in the console and redirect the output to a
file - this is what I do for debug work. i.e.

 osgviewer cow.osg  output.txt

Robert.
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Re: [osg-users] multisampling in embedded window?

2009-11-11 Thread Dominic Stalder
Hi Raphael

I have exactly the same problem, how did you solve it?

Thanks a lot in advance
Dominic

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[osg-users] GraphicsWindowWin32: InheritCursor problems

2009-11-11 Thread Mikhail I. Izmestev
Hello.

I need to use custom cursors. To do that I use InheritCursor, this
solution works when I use embedded window which not receive
WM_NCHITTEST message. But when I try to use this solution with osg own
window it not works, because when WM_NCHITTEST message received,
_mouseCursor changes from InheritCursor and then WM_SETCURSOR message
handler work incorrect.

Mikhail.
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Re: [osg-users] OSG with QGLWidget and Anti Aliasing

2009-11-11 Thread Dominic Stalder
Sorry, searched on the wrong framework. I could solve the problem in Qt 
itself:


QGLFormat fmt;
QGLFormat::setDefaultFormat(fmt);
fmt.setSamples(4);
fmt.setSampleBuffers(true);

qglwidget-setFormat(fmt);



Hi there

I am absolutly new to the OSG stuff (and it's the first time I attend in 
a mailing list) and trying to get my OSG work in a Qt environment. I 
made my own OSG/Qt class, which inherits from QGLWidget and 
osgViewer::Viewer. Most of the OSG stuff works, but I can't enable the 
anti aliasing or the multi sampling.


I tried the following two configurations:

1.
ref_ptr DisplaySettings  displaySettings = new DisplaySettings;
displaySettings-setNumMultiSamples(16);
modelView-setDisplaySettings( displaySettings.get() );

2.
osg::DisplaySettings::instance()-setNumMultiSamples(8);

But this didn't work. Does anybody had the same problems or have some 
ideas to solve this problem. I attached my class and header files.


If I'm doing something wrong concerning the mailing list rules, just 
let me know.


Thanks a lot and regards
Dominic
  



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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Alberto Luaces
Hi Paul,

Lovely work! I assume that for now, independent threading for the
physics is handled only by the multi-threaded Bullet library, is this
correct? I couldn't find in the source any place using the
PhysicsThreading class, are you going to use it in the future?

I couldn't be able to compile the library since Bullet disables the
building of the BulletMultiThreaded library on 64 bit environments,
being it a requirement for osgBullet.

Regards,

Alberto

Paul Martz writes:

 Hi all -- I'm pleased to announce two new open source OSG-based
 projects, osgWorks and osgBullet, licensed under LGPL. These are
 active projects with discussion groups, source downloads, wiki, and
 issue tracking. They are actively used by the open source VE-Suite
 application. They were funded by Ames Laboratory and created primarily
 by myself / Skew Matrix Software.


 osgWorks is a set of applications and software tools useful to OSG
 software developers. It features a set of command line analysis tools,
 a library with utility functions and NodeVisitors for things like
 screen capture, scene graph comparison, and polygon decimation, and
 plugins to support .OSG and hierarchical structure storage.

 For more information on osgWorks and to download the source, visit:
 http://osgworks.vesuite.org


 osgBullet is a set of software tools for applications that use both
 OSG and the Bullet physics library. It features utilities to create
 Bullet collision shapes from OSG data and vice versa, run the physics
 simulation in a separate host thread, debug utilities to display
 Bullet collision shapes in an OSG scene, support for arbitrary scaling
 and center of mass, and support for COLLADA.

 For more information on osgBullet and to download the source, visit:
 http://osgbullet.vesuite.org


 For questions, please either post here or to the project discussion
 groups hosted on Google Groups.
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-11 Thread Michael Bach Jensen
Hi everyone!

This is a tough one. I'm now certain that there is more than one bug at large 
here! At least one in the pager (the one mentioned in the PagedLOD experts 
thread) and at least one in the txp plugin.

The one I have been chasing for the past 2 days is within the txp plugin and  
looks more like a design issue than a bug. I don't think the txp plugin was 
designed with multiple cameras in mind!

The TXPNode (the top level node when loading a .txp archive) updates the camera 
position in _pageManager on every cull visit (through updateEye). Since there 
is one cull visit per camera per frame, the page manager position jumps between 
multiple positions every frame. Every time the position changes, the set of 
LOD0 nodes is reconsidered. This results in multiple cameras fighting over 
which set of LOD0 nodes should be present. Note that LOD0 nodes, or blocks, 
become children of the TXPNode in the update stage.

At some point, a state is achieved in which a certain number of nodes end up on 
the _nodesToAdd list and the same amount of nodes end up on the _nodesToRemove 
list. Unfortunately, some of the nodes on the remove list are not actually in 
the _children list, so the net result is that more nodes are added than 
removed. This happens every frame, so the number of children of the TXPNode 
increases indefinitely. Since these children are PagedLOD nodes, they, in turn, 
also start loading in children until all memory is exhausted.

It seems to me as though a major overhaul is needed for the txp plugin to be 
able to handle multiple cameras. As I mentioned earlier, one workaround is to 
make sure that each TXPNode is only visited by one camera - for instance by 
loading the terrain anew for each camera.

Cheers,
Michael
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[osg-users] [osgPlugins] Problem with Collada-dom

2009-11-11 Thread Felipe Lemus
Hi guys,

Thanks for your help. I am having some problems with the installation of 
Collada-dom. I am trying to install in my computer with Linux. When I execute 
this line make -f Makefile.linux, it starts to compile but at the end it 
generates the next error:

make[1]: Entering directory `/home/caba/collada-dom/rt'
Compiling src/Crt/1.4/CrtSceneRead.cpp to build/linux-1.4/obj/CrtSceneRead.o
In file included from include/1.4/Crt/CrtScene.h:11,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
include/Crt/CrtAnimation.h:23: error: ‘string’ was not declared in this scope
include/Crt/CrtAnimation.h:23: error: template argument 1 is invalid
include/Crt/CrtAnimation.h:23: error: template argument 3 is invalid
include/Crt/CrtAnimation.h:23: error: template argument 4 is invalid
include/Crt/CrtAnimation.h:231: error: ‘string’ was not declared in this scope
include/Crt/CrtAnimation.h:231: error: template argument 1 is invalid
include/Crt/CrtAnimation.h:231: error: template argument 3 is invalid
include/Crt/CrtAnimation.h:231: error: template argument 4 is invalid
include/Crt/CrtAnimation.h:232: error: ‘string’ was not declared in this scope
include/Crt/CrtAnimation.h:232: error: template argument 1 is invalid
include/Crt/CrtAnimation.h:232: error: template argument 3 is invalid
include/Crt/CrtAnimation.h:232: error: template argument 4 is invalid
In file included from include/Crt/CrtSkin.h:16,
 from include/Crt/CrtGeometry.h:11,
 from include/1.4/Crt/CrtScene.h:15,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
include/Crt/CrtController.h:45: error: ‘string’ was not declared in this scope
include/Crt/CrtController.h:45: error: template argument 1 is invalid
include/Crt/CrtController.h:45: error: template argument 2 is invalid
In file included from ../fx/include/cfxPlatform.h:17,
 from ../fx/include/cfxSurface.h:15,
 from ../fx/include/cfxEffect.h:26,
 from ../fx/include/cfxLoader.h:25,
 from include/Crt/CrtGeometry.h:16,
 from include/1.4/Crt/CrtScene.h:15,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
../fx/include/cfxLinux.h: In function ‘void cfxPrint(const char*, ...)’:
../fx/include/cfxLinux.h:39: warning: format not a string literal and no format 
arguments
In file included from external-libs/bullet/include/btBulletCollisionCommon.h:26,
 from external-libs/bullet/include/btBulletDynamicsCommon.h:20,
 from include/Crt/CrtPhysics.h:20,
 from include/1.4/Crt/CrtScene.h:24,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
external-libs/bullet/include/BulletCollision/CollisionShapes/btBoxShape.h: In 
member function ‘virtual char* btBoxShape::getName() const’:
external-libs/bullet/include/BulletCollision/CollisionShapes/btBoxShape.h:255: 
warning: deprecated conversion from string constant to ‘char*’
In file included from external-libs/bullet/include/btBulletCollisionCommon.h:27,
 from external-libs/bullet/include/btBulletDynamicsCommon.h:20,
 from include/Crt/CrtPhysics.h:20,
 from include/1.4/Crt/CrtScene.h:24,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
external-libs/bullet/include/BulletCollision/CollisionShapes/btSphereShape.h: 
In member function ‘virtual char* btSphereShape::getName() const’:
external-libs/bullet/include/BulletCollision/CollisionShapes/btSphereShape.h:46:
 warning: deprecated conversion from string constant to ‘char*’
In file included from external-libs/bullet/include/btBulletCollisionCommon.h:28,
 from external-libs/bullet/include/btBulletDynamicsCommon.h:20,
 from include/Crt/CrtPhysics.h:20,
 from include/1.4/Crt/CrtScene.h:24,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
external-libs/bullet/include/BulletCollision/CollisionShapes/btCapsuleShape.h: 
In member function ‘virtual char* btCapsuleShape::getName() const’:
external-libs/bullet/include/BulletCollision/CollisionShapes/btCapsuleShape.h:43:
 warning: deprecated conversion from string constant to ‘char*’
In file included from external-libs/bullet/include/btBulletCollisionCommon.h:29,
 from external-libs/bullet/include/btBulletDynamicsCommon.h:20,
 from include/Crt/CrtPhysics.h:20,
 from include/1.4/Crt/CrtScene.h:24,
 from src/Crt/1.4/CrtSceneRead.cpp:15:
external-libs/bullet/include/BulletCollision/CollisionShapes/btCylinderShape.h: 
In member function ‘virtual char* btCylinderShape::getName() const’:
external-libs/bullet/include/BulletCollision/CollisionShapes/btCylinderShape.h:83:
 warning: deprecated conversion from string constant to ‘char*’
external-libs/bullet/include/BulletCollision/CollisionShapes/btCylinderShape.h: 
In member function ‘virtual char* btCylinderShapeX::getName() const’:

Re: [osg-users] Problem with DOF Nodes

2009-11-11 Thread Felipe Lemus
Hi Robert,

I could make it with Callbacks. Thank you very much for your help. 

Cheers,
Felipe

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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Philip Lowman
You might want to check svn because I filed a bug about the lack of
BulletMultiThreaded on x86_64 causing a few build errors in various places
in the source code several months ago and recently they closed the report
saying BulletMultiThreaded now builds on x86_64.

On Wed, Nov 11, 2009 at 6:49 AM, Alberto Luaces alua...@udc.es wrote:

 Hi Paul,

 Lovely work! I assume that for now, independent threading for the
 physics is handled only by the multi-threaded Bullet library, is this
 correct? I couldn't find in the source any place using the
 PhysicsThreading class, are you going to use it in the future?

 I couldn't be able to compile the library since Bullet disables the
 building of the BulletMultiThreaded library on 64 bit environments,
 being it a requirement for osgBullet.

 Regards,

 Alberto

 Paul Martz writes:

  Hi all -- I'm pleased to announce two new open source OSG-based
  projects, osgWorks and osgBullet, licensed under LGPL. These are
  active projects with discussion groups, source downloads, wiki, and
  issue tracking. They are actively used by the open source VE-Suite
  application. They were funded by Ames Laboratory and created primarily
  by myself / Skew Matrix Software.
 
 
  osgWorks is a set of applications and software tools useful to OSG
  software developers. It features a set of command line analysis tools,
  a library with utility functions and NodeVisitors for things like
  screen capture, scene graph comparison, and polygon decimation, and
  plugins to support .OSG and hierarchical structure storage.
 
  For more information on osgWorks and to download the source, visit:
  http://osgworks.vesuite.org
 
 
  osgBullet is a set of software tools for applications that use both
  OSG and the Bullet physics library. It features utilities to create
  Bullet collision shapes from OSG data and vice versa, run the physics
  simulation in a separate host thread, debug utilities to display
  Bullet collision shapes in an OSG scene, support for arbitrary scaling
  and center of mass, and support for COLLADA.
 
  For more information on osgBullet and to download the source, visit:
  http://osgbullet.vesuite.org
 
 
  For questions, please either post here or to the project discussion
  groups hosted on Google Groups.
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Re: [osg-users] osg::Notify log archive creation

2009-11-11 Thread Ernesto Guevara Ramírez
Hi, Robert
I'm using OSG 2.8.0 but the osgART Plugin I have at this moment is compiled 
without debug information, that's why 
I'm trying to redirect messages through  osg::notify(). I think to take the 
first option you pointed out that: 
 I'll need to take the notify() stream and attach my own custom streambuffer 
 to reidirect the output

since I tried to redirect console messages without success because of the app 
is writen for a QT project in release mode.
Finally wether I can't to know the error I'll need to drag down the code and 
recompile the plugin  with debug information. 

Thanks for your soon reply.

Cheers,
Ernesto

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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Alberto Luaces
Hi Philip,

what build system are you using? The most recent svn version of Bullet
says in src/CMakeLists.txt:

$ head CMakeLists.txt
if (CMAKE_SIZEOF_VOID_P MATCHES 8)
SUBDIRS( BulletSoftBody BulletCollision BulletDynamics LinearMath )
else (CMAKE_SIZEOF_VOID_P MATCHES 8)
SUBDIRS( BulletMultiThreaded BulletSoftBody BulletCollision BulletDynamics 
LinearMath )
endif (CMAKE_SIZEOF_VOID_P MATCHES 8)

Regards,

Alberto

Philip Lowman writes:

 You might want to check svn because I filed a bug about the lack of 
 BulletMultiThreaded on x86_64 causing a few build errors in various places in 
 the source code several months
 ago and recently they closed the report saying BulletMultiThreaded now builds 
 on x86_64.

 On Wed, Nov 11, 2009 at 6:49 AM, Alberto Luaces alua...@udc.es wrote:

 Hi Paul,

 Lovely work! I assume that for now, independent threading for the
 physics is handled only by the multi-threaded Bullet library, is this
 correct? I couldn't find in the source any place using the
 PhysicsThreading class, are you going to use it in the future?

 I couldn't be able to compile the library since Bullet disables the
 building of the BulletMultiThreaded library on 64 bit environments,
 being it a requirement for osgBullet.

 Regards,

 Alberto

 Paul Martz writes:

  Hi all -- I'm pleased to announce two new open source OSG-based
  projects, osgWorks and osgBullet, licensed under LGPL. These are
  active projects with discussion groups, source downloads, wiki, and
  issue tracking. They are actively used by the open source VE-Suite
  application. They were funded by Ames Laboratory and created primarily
  by myself / Skew Matrix Software.
 
 
  osgWorks is a set of applications and software tools useful to OSG
  software developers. It features a set of command line analysis tools,
  a library with utility functions and NodeVisitors for things like
  screen capture, scene graph comparison, and polygon decimation, and
  plugins to support .OSG and hierarchical structure storage.
 
  For more information on osgWorks and to download the source, visit:
  http://osgworks.vesuite.org
 
 
  osgBullet is a set of software tools for applications that use both
  OSG and the Bullet physics library. It features utilities to create
  Bullet collision shapes from OSG data and vice versa, run the physics
  simulation in a separate host thread, debug utilities to display
  Bullet collision shapes in an OSG scene, support for arbitrary scaling
  and center of mass, and support for COLLADA.
 
  For more information on osgBullet and to download the source, visit:
  http://osgbullet.vesuite.org
 
 
  For questions, please either post here or to the project discussion
  groups hosted on Google Groups.
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Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-11 Thread Jean-Sébastien Guay

Hi Frank,


However, in the Slow App, there's actually a Model class of our own making, 
that has an osg::Group* member that stores a reference to the model's parent 
node, and an osg::MatrixTransform* that stores a reference to the model's 
Matrix Transform. The constructor of this class follows the same basic steps I 
outlined above, in order to wire everything together, but it's possible that 
I'm overlooking something amongst the added complexity.


That might be the case - encapsulation is a powerful tool but it 
sometimes inadvertently hides important details... (or makes them less 
obvious)


J-S
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Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-11 Thread Jean-Sébastien Guay

Hi Frank,


So, I think that about wraps it up! Thanks to everyone for your help.


Great, good to know you've found one of the culprits!

I'd still encourage you to review your hierarchy to facilitate OSG's 
culling, but as long as your objectives are met, it's probably not that 
critical for now. :-)


As Robert once said, when optimizing, check if you get a solid 60Hz, if 
so then go have a beer :-)


J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay

Hi Wyatt,


When I have one or two objects, say the size of a car, or truck, only.  The
shadow map looks correct. But when I add my terrain which is approximately x
= 5100 by y = 5100, I no longer see the car/truck shadows on the shadow map.

Similarly, if I increase the length and width of the bottom box in the
osgShadow example, I no longer see the other objects in the shadow map.

I assume I am running into some shadow map texture resolution limit or
something.  What is going on?


Yep, Most probable. osgShadow::ShadowMap can't help you there, but there 
are a few things you can do to mitigate the problem.


* First, don't set your terrain to cast shadow (if it's mostly flat 
you'd never see its shadow anyways)
* Second, make sure all the objects you set to cast shadow are in a 
small area. If an object leaves the area of focus, remove its cast 
shadow bit from its node mask.
* Third, increase the shadow map resolution as much as you can (on some 
cards, 4096x4096 is the biggest you can go, on some others it's 2048x2048)


But if you want better results, switch to one of the ViewDependentShadow 
techniques that are in OSG 2.8+ (for example 
osgShadow::LightSpacePerspectiveShadowMap). These will consider the 
camera's view volume and only calculate shadows for this area 
automatically, so if you're looking at a relatively small portion of 
your scene it will give much better results. Though they have some 
artifacts in some situations too... Nothing is perfect, it's always a 
trade-off.



My shadow map is looking mostly correct now after making changes to light
type, position etc.  However shadows are not appearing in the final
rendering.  The app I am trying to add shadow mapping to uses textures bound
to tex units 0-3.  I noticed in the ShadowMap class there were methods for
setting the texture unit and wondered if this possibly   why I am not seeing
the shadows.  That is, is my use of tex units 0-3 conflicting with
ShadowMaps use of texture units and should I reassign one or the others
texture units?


Most probably, ShadowMap uses texture unit 1 by default for the shadow 
map. Call osgShadow::ShadowMap::setTextureUnit() to set the texture unit 
you want the shadow map to use (for example 4, or 7 to give yourself 
some breathing room), and use that same texture unit in your shadow 
shaders when you get to the point of generating texture coordinates and 
doing the shadow lookup too. There's a similar method in 
osgShadow::LightSpacePerspectiveShadowMap.


Hope this helps,

J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp
Yes this all helps greatly.. I really appreciate the help you have provided.
Thanks,
W

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, November 11, 2009 8:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...

Hi Wyatt,

 When I have one or two objects, say the size of a car, or truck, only.
The
 shadow map looks correct. But when I add my terrain which is approximately
x
 = 5100 by y = 5100, I no longer see the car/truck shadows on the shadow
map.
 
 Similarly, if I increase the length and width of the bottom box in the
 osgShadow example, I no longer see the other objects in the shadow map.
 
 I assume I am running into some shadow map texture resolution limit or
 something.  What is going on?

Yep, Most probable. osgShadow::ShadowMap can't help you there, but there 
are a few things you can do to mitigate the problem.

* First, don't set your terrain to cast shadow (if it's mostly flat 
you'd never see its shadow anyways)
* Second, make sure all the objects you set to cast shadow are in a 
small area. If an object leaves the area of focus, remove its cast 
shadow bit from its node mask.
* Third, increase the shadow map resolution as much as you can (on some 
cards, 4096x4096 is the biggest you can go, on some others it's 2048x2048)

But if you want better results, switch to one of the ViewDependentShadow 
techniques that are in OSG 2.8+ (for example 
osgShadow::LightSpacePerspectiveShadowMap). These will consider the 
camera's view volume and only calculate shadows for this area 
automatically, so if you're looking at a relatively small portion of 
your scene it will give much better results. Though they have some 
artifacts in some situations too... Nothing is perfect, it's always a 
trade-off.

 My shadow map is looking mostly correct now after making changes to light
 type, position etc.  However shadows are not appearing in the final
 rendering.  The app I am trying to add shadow mapping to uses textures
bound
 to tex units 0-3.  I noticed in the ShadowMap class there were methods for
 setting the texture unit and wondered if this possibly   why I am not
seeing
 the shadows.  That is, is my use of tex units 0-3 conflicting with
 ShadowMaps use of texture units and should I reassign one or the others
 texture units?

Most probably, ShadowMap uses texture unit 1 by default for the shadow 
map. Call osgShadow::ShadowMap::setTextureUnit() to set the texture unit 
you want the shadow map to use (for example 4, or 7 to give yourself 
some breathing room), and use that same texture unit in your shadow 
shaders when you get to the point of generating texture coordinates and 
doing the shadow lookup too. There's a similar method in 
osgShadow::LightSpacePerspectiveShadowMap.

Hope this helps,

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Philip Lowman
Was using the CMake build but am not tracking svn at the moment.   Perhaps
this thread will help?

bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4238

On Nov 11, 2009 8:36 AM, Alberto Luaces alua...@udc.es wrote:

Hi Philip,

what build system are you using? The most recent svn version of Bullet
says in src/CMakeLists.txt:

$ head CMakeLists.txt
if (CMAKE_SIZEOF_VOID_P MATCHES 8)
SUBDIRS( BulletSoftBody BulletCollision BulletDynamics LinearMath )
else (CMAKE_SIZEOF_VOID_P MATCHES 8)
SUBDIRS( BulletMultiThreaded BulletSoftBody BulletCollision BulletDynamics
LinearMath )
endif (CMAKE_SIZEOF_VOID_P MATCHES 8)

Regards,

Alberto

Philip Lowman writes:  You might want to check svn because I filed a bug
about the lack of Bullet...
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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Alberto Luaces
Definitely there is no support for BulletMultiThreaded in 64 bits at the
moment. From the last post in the forum thread you gave to me:

BulletMultiThreaded, MultiThreadedDemo, Gpu2dDemo, Gpu3dDemo are not supported 
on 64bit platforms.
It was accidently enabled in a previous revision, but now it has been disabled 
in the trunk.
If you can make any of this work on 64 platforms, please consider contributing 
it.

Regards,

Alberto

Philip Lowman writes:

 Was using the CMake build but am not tracking svn at the moment.   Perhaps 
 this thread will help?

 bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4238

 On Nov 11, 2009 8:36 AM, Alberto Luaces wrote:

 Hi Philip,

 what build system are you using? The most recent svn version of Bullet
 says in src/CMakeLists.txt:

 $ head CMakeLists.txt
 if (CMAKE_SIZEOF_VOID_P MATCHES 8)
 SUBDIRS( BulletSoftBody BulletCollision BulletDynamics LinearMath )
 else (CMAKE_SIZEOF_VOID_P MATCHES 8)
 SUBDIRS( BulletMultiThreaded BulletSoftBody BulletCollision 
 BulletDynamics LinearMath )
 endif (CMAKE_SIZEOF_VOID_P MATCHES 8)

 Regards,

 Alberto

 Philip Lowman writes:  You might want to check svn because I filed a bug 
 about the lack of Bullet...
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp
BTW, 2 more questions 

1.  Is there a way I can query the number of texture units available on my
GPU via an OSG call?
2.  Is there a list, other than the osgShadow programming guide of shadowmap
techniques, specifically ViewDependentShadow techniques?

W


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, November 11, 2009 8:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...

Hi Wyatt,

 When I have one or two objects, say the size of a car, or truck, only.
The
 shadow map looks correct. But when I add my terrain which is approximately
x
 = 5100 by y = 5100, I no longer see the car/truck shadows on the shadow
map.
 
 Similarly, if I increase the length and width of the bottom box in the
 osgShadow example, I no longer see the other objects in the shadow map.
 
 I assume I am running into some shadow map texture resolution limit or
 something.  What is going on?

Yep, Most probable. osgShadow::ShadowMap can't help you there, but there 
are a few things you can do to mitigate the problem.

* First, don't set your terrain to cast shadow (if it's mostly flat 
you'd never see its shadow anyways)
* Second, make sure all the objects you set to cast shadow are in a 
small area. If an object leaves the area of focus, remove its cast 
shadow bit from its node mask.
* Third, increase the shadow map resolution as much as you can (on some 
cards, 4096x4096 is the biggest you can go, on some others it's 2048x2048)

But if you want better results, switch to one of the ViewDependentShadow 
techniques that are in OSG 2.8+ (for example 
osgShadow::LightSpacePerspectiveShadowMap). These will consider the 
camera's view volume and only calculate shadows for this area 
automatically, so if you're looking at a relatively small portion of 
your scene it will give much better results. Though they have some 
artifacts in some situations too... Nothing is perfect, it's always a 
trade-off.

 My shadow map is looking mostly correct now after making changes to light
 type, position etc.  However shadows are not appearing in the final
 rendering.  The app I am trying to add shadow mapping to uses textures
bound
 to tex units 0-3.  I noticed in the ShadowMap class there were methods for
 setting the texture unit and wondered if this possibly   why I am not
seeing
 the shadows.  That is, is my use of tex units 0-3 conflicting with
 ShadowMaps use of texture units and should I reassign one or the others
 texture units?

Most probably, ShadowMap uses texture unit 1 by default for the shadow 
map. Call osgShadow::ShadowMap::setTextureUnit() to set the texture unit 
you want the shadow map to use (for example 4, or 7 to give yourself 
some breathing room), and use that same texture unit in your shadow 
shaders when you get to the point of generating texture coordinates and 
doing the shadow lookup too. There's a similar method in 
osgShadow::LightSpacePerspectiveShadowMap.

Hope this helps,

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] std::vector instances from osg::geode derived class error

2009-11-11 Thread Thorsten Werner
Hi,

I'm trying to instanciate TGWidgetElement with a std::vector, which derives 
from osg::geode  with a std::vector but it gives following errors.

--
Compiler Output:

In file included from /usr/include/osg/Group:17,
 from TGBaseWidget.hpp:11,
 from TGBaseWidget.cpp:1:
/usr/include/osg/Node:60:   instantiated from ‘void std::vector_Tp, 
_Alloc::_M_insert_aux(__gnu_cxx::__normal_iteratortypename 
std::_Vector_base_Tp, _Alloc::_Tp_alloc_type::pointer, std::vector_Tp, 
_Alloc , const _Tp) [with _Tp = TGWidgetElement, _Alloc = 
std::allocatorTGWidgetElement]’
/usr/include/c++/4.4/bits/stl_vector.h:741:   instantiated from ‘void 
std::vector_Tp, _Alloc::push_back(const _Tp) [with _Tp = TGWidgetElement, 
_Alloc = std::allocatorTGWidgetElement]’
TGBaseWidget.cpp:64:   instantiated from here
/usr/include/osg/Object:169: error: ‘osg::Object osg::Object::operator=(const 
osg::Object)’ is private
/usr/include/osg/Node:60: error: within this context
/usr/include/osg/Geode: In member function ‘osg::Geode 
osg::Geode::operator=(const osg::Geode)’:
In file included from /usr/include/osgDB/SharedStateManager:19,
 from /usr/include/osgDB/DatabasePager:29,
 from /usr/include/osgDB/Registry:26,
 from /usr/include/osgDB/ReadFile:24,
 from TGWidgetElement.hpp:15,
 from TGBaseWidget.hpp:12,
 from TGBaseWidget.cpp:1:
/usr/include/osg/Geode:29:   instantiated from ‘void std::vector_Tp, 
_Alloc::_M_insert_aux(__gnu_cxx::__normal_iteratortypename 
std::_Vector_base_Tp, _Alloc::_Tp_alloc_type::pointer, std::vector_Tp, 
_Alloc , const _Tp) [with _Tp = TGWidgetElement, _Alloc = 
std::allocatorTGWidgetElement]’
/usr/include/c++/4.4/bits/stl_vector.h:741:   instantiated from ‘void 
std::vector_Tp, _Alloc::push_back(const _Tp) [with _Tp = TGWidgetElement, 
_Alloc = std::allocatorTGWidgetElement]’
TGBaseWidget.cpp:64:   instantiated from here
/usr/include/osg/Geode:29: note: synthesized method ‘osg::Node 
osg::Node::operator=(const osg::Node)’ first required here 
TGWidgetElement.hpp: In member function ‘TGWidgetElement 
TGWidgetElement::operator=(const TGWidgetElement)’:
In file included from TGBaseWidget.hpp:12,
 from TGBaseWidget.cpp:1:
TGWidgetElement.hpp:19:   instantiated from ‘void std::vector_Tp, 
_Alloc::_M_insert_aux(__gnu_cxx::__normal_iteratortypename 
std::_Vector_base_Tp, _Alloc::_Tp_alloc_type::pointer, std::vector_Tp, 
_Alloc , const _Tp) [with _Tp = TGWidgetElement, _Alloc = 
std::allocatorTGWidgetElement]’
/usr/include/c++/4.4/bits/stl_vector.h:741:   instantiated from ‘void 
std::vector_Tp, _Alloc::push_back(const _Tp) [with _Tp = TGWidgetElement, 
_Alloc = std::allocatorTGWidgetElement]’
TGBaseWidget.cpp:64:   instantiated from here
TGWidgetElement.hpp:19: note: synthesized method ‘osg::Geode 
osg::Geode::operator=(const osg::Geode)’ first required here 
/usr/include/c++/4.4/bits/vector.tcc: In member function ‘void std::vector_Tp, 
_Alloc::_M_insert_aux(__gnu_cxx::__normal_iteratortypename 
std::_Vector_base_Tp, _Alloc::_Tp_alloc_type::pointer, std::vector_Tp, 
_Alloc , const _Tp) [with _Tp = TGWidgetElement, _Alloc = 
std::allocatorTGWidgetElement]’:
In file included from /usr/include/c++/4.4/vector:69,
 from /usr/include/osg/StateAttribute:23,
 from /usr/include/osg/StateSet:18,
 from /usr/include/osg/Node:19,
 from /usr/include/osg/Group:17,
 from TGBaseWidget.hpp:11,
 from TGBaseWidget.cpp:1:
/usr/include/c++/4.4/bits/vector.tcc:312: note: synthesized method 
‘TGWidgetElement TGWidgetElement::operator=(const TGWidgetElement)’ first 
required here 
make[2]: *** [build/Release/GNU-Linux-x86/TGBaseWidget.o] Fehler 1
make[2]: Verlasse Verzeichnis 
'/home/thorsten/NetBeansProjects/thyrgon~subversion/Thyrgon'
make[1]: *** [.build-conf] Fehler 2
make[1]: Verlasse Verzeichnis 
'/home/thorsten/NetBeansProjects/thyrgon~subversion/Thyrgon'
make: *** [.build-impl] Fehler 2

---

The Code:

int posX = 585;
int posY = 370;
std::vectorTGWidgetElement ElementLower;
for(int i=count_width; i0; i--)
{
ElementLower.push_back(TGWidgetElement(posX, posY, 
WidgElementSideLower.png));
posX += 15;
posY += 15;
//this-addChild(ElementLower[count_width]);
}


I'm really stuck here. What am i doing wrong???

Thank you!

Cheers,
Thorsten

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Re: [osg-users] std::vector instances from osg::geode derived classerror

2009-11-11 Thread Thrall, Bryan
Thorsten Werner wrote on Wednesday, November 11, 2009 9:56 AM:
 int posX = 585;
   int posY = 370;
   std::vectorTGWidgetElement ElementLower;
   for(int i=count_width; i0; i--)
   {
   ElementLower.push_back(TGWidgetElement(posX, posY,
   WidgElementSideLower.png)); posX += 15;
   posY += 15;
   //this-addChild(ElementLower[count_width]);
   }
 
 
 I'm really stuck here. What am i doing wrong???

Group and other OSG Nodes declare operator= to be non-public so they
cannot be instantiated on the stack (which would easily lead to problems
with OSG's smart pointers); you have to dynamically allocate them.

Try something like this instead:

 int posX = 585;
int posY = 370;
std::vectorosg::ref_ptrTGWidgetElement  ElementLower;
for(int i=count_width; i0; i--)
{
ElementLower.push_back(new TGWidgetElement(posX,
posY,WidgElementSideLower.png));
posX += 15;
posY += 15;
//this-addChild(ElementLower[count_width]);
}

-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] std::vector instances from osg::geode derivedclasserror

2009-11-11 Thread Thrall, Bryan
Thrall, Bryan wrote on Wednesday, November 11, 2009 10:00 AM:
 Group and other OSG Nodes declare operator= to be non-public so they
 cannot be instantiated on the stack (which would easily lead to
problems
 with OSG's smart pointers); you have to dynamically allocate them.

I should've checked first; this is actually because they declare their
destructor non-public (protected, actually).

-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Philip Lowman
The response to my bug report must have been completely wrong then...  Guess
I should check the source before I post.  Like I said, am not tracking svn
bullet at the moment.

http://tiny.cc/Eoa3l

On Nov 11, 2009 10:00 AM, Alberto Luaces alua...@udc.es wrote:

Definitely there is no support for BulletMultiThreaded in 64 bits at the
moment. From the last post in the forum thread you gave to me:

BulletMultiThreaded, MultiThreadedDemo, Gpu2dDemo, Gpu3dDemo are not
supported on 64bit platforms.
It was accidently enabled in a previous revision, but now it has been
disabled in the trunk.
If you can make any of this work on 64 platforms, please consider
contributing it.

Regards, Alberto Philip Lowman writes:

 Was using the CMake build but am not tracking svn at the moment.   Perhaps
this thread will help? ...

 On Nov 11, 2009 8:36 AM, Alberto Luaces wrote:   Hi Philip,   what
build...

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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay

Hi Wyatt,


1.  Is there a way I can query the number of texture units available on my
GPU via an OSG call?


A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also 
searching the OSG headers, I found 
osg::Texture::Extensions::numTextureUnits() which returns a GLint (int). 
Look at the source to find out where the value will be initialized or 
how to initialize it yourself.


I generally don't bother to query and use 8 (0-7) as a number that's 
supported pretty much everywhere.



2.  Is there a list, other than the osgShadow programming guide of shadowmap
techniques, specifically ViewDependentShadow techniques?


The source/headers... And the mailing list archives.

The three usable types are:

class   LightSpacePerspectiveShadowMapDB /*...*/ {};
class   LightSpacePerspectiveShadowMapCB /*...*/ {};
class   LightSpacePerspectiveShadowMapVB /*...*/ {};

And LightSpacePerspectiveShadowMap is an alias for 
LightSpacePerspectiveShadowMapDB :


typedef LightSpacePerspectiveShadowMapDB LightSpacePerspectiveShadowMap;

And also StandardShadowMap is usable, but it's not view-dependent, so 
it's pretty much a direct replacement for osgShadow::ShadowMap but in 
the same class hierarchy as the LightSpace* classes.


Hope this helps,

J-S
--
__
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   http://www.cm-labs.com/
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Re: [osg-users] std::vector instances from osg::geode derived class error

2009-11-11 Thread Thorsten Werner
Hi,
Ahhh. Ok that worked. But now i uncommented


Code:
this-addChild(ElementLower[count_width]);



It compiles but gives a Segmentation Fault at startup.

Thank you!

Cheers,
Thorsten

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Re: [osg-users] std::vector instances from osg::geode derived classerror

2009-11-11 Thread Thrall, Bryan
Thorsten Werner wrote on Wednesday, November 11, 2009 10:31 AM:
 Ahhh. Ok that worked. But now i uncommented
 
 Code:
 this-addChild(ElementLower[count_width]);
 
 It compiles but gives a Segmentation Fault at startup.

Not a lot of information to go on, but here's a WAG:

count_width is counting down, but ElementLower is growing, so
ElementLower[count_width] is not the same as the element you just passed
to push_back().

HTH,
-- 
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FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Paul Martz

Alberto Luaces wrote:

Hi Paul,

Lovely work! I assume that for now, independent threading for the
physics is handled only by the multi-threaded Bullet library, is this
correct? I couldn't find in the source any place using the
PhysicsThreading class, are you going to use it in the future?

I couldn't be able to compile the library since Bullet disables the
building of the BulletMultiThreaded library on 64 bit environments,
being it a requirement for osgBullet.


Hi Alberto -- Thanks for trying osgBullet.

After the 2.74 release, the Bullet people made a series of incompatible 
changes to BulletMultiThreaded. I've modified osgBullet to not use 
BulletMultiThreaded if the version is greater than 2.74, but probably 
failed to make the CMake system robust enough to handle the library's 
absence. I'll add this to my to-do list.


BulletMultiThreaded contains some host-thread SPU classes to do 
constraint solving in parallel. In my investigation, these classes 
typically run slower than the non-threaded sequential solver.


osgBullet allows an application to run the physics simulation in a 
separate host thread, so that OSG rendering isn't blocked by the cost of 
the physics simulation. That separate thread can use either the 
sequential solver or the host-thread solver; osgBullet doesn't impose 
any restrictions on how the simulation is performed by Bullet.


I do have a few simple examples that show how to do this, but they use 
proprietary client data. I'll add to my to-do list, either to rewrite 
this in a non-proprietary way, or get permission from the client to open 
source the data.

   -Paul

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Re: [osg-users] Obj loader: one mesh with different materials

2009-11-11 Thread olesita tut
Hi David,

I just started with OSG I was wondering if you can give me some pointers or 
sample code that could do something similar as to what you describled.
To be more specific right now I'm trying to 
1. select a point on the screen and find corresponding vertex position.
2. edit xyz position of that vertex

The problem i'm having with #1 is that mouse xy is in screen coordinates while 
vertex is in some other kind of coordinate system and I don't know how to 
convert mouse xy to vextex xy.

As for #2, should i modify the vec3arr and redraw the whole mesh?
It might take a long time.

Any help would be appreciated.


Thank you!
O.

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Re: [osg-users] std::vector instances from osg::geode derived class error

2009-11-11 Thread Thorsten Werner
Hi,
It only gives a segfault if count_width is higher than 1. I've no idea what 
could be wrong... 

Thank you!

Cheers,
Thorsten

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Re: [osg-users] std::vector instances from osg::geode derived class error

2009-11-11 Thread dtidrow
 Hi,
 It only gives a segfault if count_width is higher than 1. I've no idea
 what could be wrong...

 Thank you!

 Cheers,
 Thorsten


Try this:

this-addChild(ElementLower[count_width].get());


Don

-- 
To compel a man to furnish contributions of money for the propagation of
opinions which he disbelieves and abhors is sinful and tyrannical. -
Thomas Jefferson


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Re: [osg-users] std::vector instances from osg::geode derived class error

2009-11-11 Thread Thorsten Werner
Hi,

Thanks. the difference is the both couts that i did sow both instances now. 
Afterwards i get a segfault again.
Thank you!

Cheers,
Thorsten

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Re: [osg-users] std::vector instances from osg::geode derived classerror

2009-11-11 Thread Thrall, Bryan
Thorsten Werner wrote on Wednesday, November 11, 2009 11:47 AM:

 Hi,
 It only gives a segfault if count_width is higher than 1. I've no idea
what
 could be wrong... 

Try looking at it in a debugger and compare count_width with the current
size of the vector.

For example, if count_width is 5, your code does:

ElementLower.push_back(new TGWidgetElement()); // vector size is now 1
addChild(ElementLower[5]); // there is no such element!

HTH,
-- 
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FlightSafety International
bryan.thr...@flightsafety.com
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[osg-users] [forum] help with osgmovie

2009-11-11 Thread Ivan Salguero
Hi,

i try to play a movie in osg but the code osgmovie doesn't work i have some 
errors when i compile it

i think this need some class of plugin or SDL but i dont know where download 
this and how add to my project??? i need help

firsti have some problem with audiostream, and image but i download this again 
and i have this errors


prueba.obj : error LNK2019: símbolo externo __declspec(dllimport) public: 
float __thiscall osg::Image::getPixelAspectRatio(void)const  
(__imp_?getpixelaspectra...@image@osg@@QBEMXZ) sin resolver al que se hace 
referencia en la función _main
1prueba.obj : error LNK2019: símbolo externo __declspec(dllimport) public: 
class std::vectorclass osg::ref_ptrclass osg::AudioStream,class 
std::allocatorclass osg::ref_ptrclass osg::AudioStream__thiscall 
osg::ImageStream::getAudioStreams(void) 
(__imp_?getaudiostre...@imagestream@osg@@qaeaav?$vec...@v?$ref_ptr@vaudiostr...@osg@@@osg@@v?$alloca...@v?$ref_ptr@vaudiostr...@osg@@@osg@@@std@@@std@@XZ)
 sin resolver al que se hace referencia en la función _main
1C:\Documents and Settings\adminmulti\Mis 
documentos\RealidadVirtual\Pory\OSGpr\Debug\OSGpr.exe : fatal error LNK1120: 2 
externos sin resolver

Thank you!

Cheers,
Ivan

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Re: [osg-users] osgShadow question

2009-11-11 Thread Wyatt Earp
Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?
W


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, November 09, 2009 1:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow question

Hi Wyatt,

 The fragmentShaderSource_debugHUD and
fragmentShaderSource_debugHUD_texcoord
 shaders listed at the top of the cpp with the other two shaders

Ah, no those are only used if you enable the debug HUD.

J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay

Hi Wyatt,


I have changed to a LISPSM shadow technique.


OK.


I have removed the cast bit from my terrain.
The only two objects I have set cast shadow are close together.


This should not need to be done when using LISPSM. It's view-dependent, 
so you don't need to make sure that the shadow map is applied to a small 
part of the scene as you did with the normal ShadowMap. Still, it 
doesn't hurt if you don't need shadows cast by your terrain anyways.



My texture size is 2048 x 2048.
Not seeing shadows on the terrain from my objects.


Did you check the debugHUD (with LISPSM it's as easy as 
shadowTechnique-setDebugDraw(true) )? Does it show something that looks 
valid?


Note that LISPSM's shaders are different than ShadowMap's shaders that 
your used before. It uses a different name for the shadow map sampler, 
and by default it separates the shaders into main and shadow parts, 
though you can still disable the shaders that LISPSM adds and use your 
own (make sure to use the right sampler and uniform names in your 
shader). Check the source in StandardShadowMap.cpp to see what the 
shaders look like.



Changed shadowTexture unit to 7.
Should basetexture be 0 still?  


The base texture unit is just used by the shaders that LISPSM sets by 
default. If you're disabling those and using your own (which you surely 
do if you're using units 0-3 for some effects), then don't worry about it.


Hope this helps,

J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay

Hi Wyatt,


Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?


You're starting to go into the realm of questions you should be able to 
answer yourself, using the source and trying things out. I can't help 
you with every little detail.


In this case, I think those shaders are only used by the debugHUD 
itself, and so you shouldn't need to modify them even if you enable the 
debugHUD since they should not affect your scene. But I'm not sure, 
check the source to see where they're applied.


J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski

Hi

Debug hud shaders are only used by debug hud to display shadow map. These 
shaders should not bother you at all. They don't affect your scene, scene is 
drawn by mainVertex/mainFragment/shadowVertex/shadowFragment shaders. See 
osgshadow example with following options: -4 --lispsm --debugHUD and see 
what they do.


Wojtek

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From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent: Wednesday, November 11, 2009 8:08 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question


Hi Wyatt,


Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?


You're starting to go into the realm of questions you should be able to 
answer yourself, using the source and trying things out. I can't help you 
with every little detail.


In this case, I think those shaders are only used by the debugHUD itself, 
and so you shouldn't need to modify them even if you enable the debugHUD 
since they should not affect your scene. But I'm not sure, check the 
source to see where they're applied.


J-S
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Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay

Hi Wojtek,

I'm surprised the magic word to summon Wojtek (shadows) took so much 
time this time! We've been discussing this for a few days now :-)


J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp

 Did you check the debugHUD (with LISPSM it's as easy as
 shadowTechnique-setDebugDraw(true) )? Does it show something that
 looks valid?

I am not sure... With the debugHUD in the ShadowMap example, there was just
a window which appeared to display the shadow map in gray-scale, but in the
LISPSM example, there appears to be two sub-windows in the debughud window
(not in gray-scale). What are these displaying?

 
 Note that LISPSM's shaders are different than ShadowMap's shaders that
 your used before. It uses a different name for the shadow map sampler,
 and by default it separates the shaders into main and shadow parts,
 though you can still disable the shaders that LISPSM adds and use your
 own (make sure to use the right sampler and uniform names in your
 shader). Check the source in StandardShadowMap.cpp to see what the
 shaders look like.

I found the shader source, in StandardShadowMap::StandardShadowMap.  I am a
bit confused about how to use the osgShadow in my app if I already have
shaders in my app.


The osgShadow programmers guide says 

 What if my objects already have a shader applied to them?
* That shader also needs to implement shadow mapping. See the top of
src/osgShadow/ShadowMap.cpp for the basic shader, and use that in your
shader (keep the same names for the variables too).


Am I supposed to, basically, copy the shader code from StandardShader map
and add it to my shaders and turn off the LISPSM shaders?

W

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Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski

Hi J-S,

I have been bit swamped recently. I have restricted my policy to react only 
to LISPSM while being busy ;-). Besides, you are doing much better support 
than I could dream of. Thank You, btw.


Wojtek

--
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent: Wednesday, November 11, 2009 9:07 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgShadow question


Hi Wojtek,

I'm surprised the magic word to summon Wojtek (shadows) took so much 
time this time! We've been discussing this for a few days now :-)


J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wojciech Lewandowski

Hi Wyatt,


Did you check the debugHUD (with LISPSM it's as easy as
shadowTechnique-setDebugDraw(true) )? Does it show something that
looks valid?


I am not sure... With the debugHUD in the ShadowMap example, there was 
just
a window which appeared to display the shadow map in gray-scale, but in 
the

LISPSM example, there appears to be two sub-windows in the debughud window
(not in gray-scale). What are these displaying?


First square displays shadow map using pseudo coloring (if you interested 
why see the comment above the shader in DebugShadowMap.cpp) second  square 
contains dump from predraw of you scene to very small depth texture, this 
extra pre render step is used to compute visible part of scene and optimize 
shadow volume. This second square is only drawn for LispsmDB   
MinimalDrawBoundsShadowMap.




Note that LISPSM's shaders are different than ShadowMap's shaders that
your used before. It uses a different name for the shadow map sampler,
and by default it separates the shaders into main and shadow parts,
though you can still disable the shaders that LISPSM adds and use your
own (make sure to use the right sampler and uniform names in your
shader). Check the source in StandardShadowMap.cpp to see what the
shaders look like.


[..]

Am I supposed to, basically, copy the shader code from StandardShader map
and add it to my shaders and turn off the LISPSM shaders?


Generally yes, But don't turn them off but rather alter them with your 
modified shaders.


WL 


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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay

Hi Wojtek,

Generally yes, But don't turn them off but rather alter them with your 
modified shaders.


That's useful when the ShadowedScene is the root of the scene, and your 
entire scene can be rendered with a single shader (or uber-shader with 
uniforms to select different code paths). But in some cases that might 
not be the case.


I find it more convenient to disable the ShadowTechnique's shaders and 
just place my own shaders at the root of the scene. Also others may 
customize the way their shaders are applied to individual nodes. 
Eventually I intend to start using VirtualProgram too... :-)


J-S
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Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wojciech Lewandowski



Generally yes, But don't turn them off but rather alter them with your
modified shaders.


That's useful when the ShadowedScene is the root of the scene, and your 
entire scene can be rendered with a single shader (or uber-shader with 
uniforms to select different code paths). But in some cases that might not 
be the case.


I see, that would work too.

I find it more convenient to disable the ShadowTechnique's shaders and 
just place my own shaders at the root of the scene. Also others may 
customize the way their shaders are applied to individual nodes. 
Eventually I intend to start using VirtualProgram too... :-)


I really recommend it. We developed VirtualProgram for this particular 
purpose ie to free user from creating all in one shader.


Wojtek


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[osg-users] Double-click concern.

2009-11-11 Thread Vincent Gadoury

Hi all,

Is there a convention about input events sequences in OSG? I first 
thought that click and drag sequence would always be:  push - [drag]* - 
release. This should work fine for most cases.


The problems come with the double-click event. Although the name of the 
event refers to a click which usually means a push-release pair, the 
EventQueue::mouseDoubleButtonPress method is used to adapt the event. 
This method imply that the event is actually a button press. As an 
example, this is corroborated by Qt which documents its MouseButtonPress 
as Mouse press event and its MouseButtonDblClick as Mouse press again 
event.


I have done two tests, one with the osgManipulator example and one with 
a viewer adapted on Qt, both on Windows Vista. All tests show that the 
actual double-click sequence is: push - release - doubleclick - [drag]* 
- release.


The problem I see is that the double-click (actually the second-push) 
breaks the assumption that a drag follows a push  This can be seen in 
most OSG objects that implicitly make this assumption, as about nothing 
in OSG currently treat the 'doubleclick' event. From example, if you 
double-click+drag on a Dragger, it ignores the 'drag' events, since they 
were preceded by a 'release' event that sets the dragger as inactive.


I was wondering if this is an intended behaviour?

regards,

Vincent Gadoury
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[osg-users] osgUtil issue with exiting program

2009-11-11 Thread Bric Rogers
Hi,

I am having a problem with the osgUtil library crashing my program upon 
exiting. The error is as follows:


Code:
glibc detected ./myprog: free(): invalid pointer: 0x00e5b4f8 ***



I am pretty sure this is caused by osgUtil. If I comment out all of my osgUtil 
code and not link the library after the compile it exits fine. Is there 
something I should be calling to force it to exit properly? I am only linking 
libosg and libosgUtil into my program. Do I need to link others for osgUtil to 
work properly?

Just to clarify, my program does run properly. This only happens on exit.

Other Information:
osg version: 2.8.2
osgUtil version: 2.8.2
OS: Linux 2.6.28-gentoo-r5

I should note that I am also using vrjuggler in my program. 

(I will post the full error in a moment. The forum is complaining that I need 
to have 2 posts before I can add links)


Thank you for your time. Any help would be appreciated. 

Cheers,

Bric

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Re: [osg-users] osgUtil issue with exiting program

2009-11-11 Thread Bric Rogers
Full error:

Code:

*** glibc detected *** ./myprog: free(): invalid pointer: 0x0115b4f8 ***
=== Backtrace: =
/lib64/libc.so.6[0x7f3553fad19d]
/lib64/libc.so.6(cfree+0x76)[0x7f3553faebe6]
../lib/libosg.so.55(_ZN3osg8StateSet5clearEv+0x7e)[0x7f35549fe79e]
../lib/libosg.so.55(_ZN3osg8StateSetD0Ev+0x24)[0x7f35549feb54]
../lib/libosgUtil.so.55(_ZN7osgUtil9RenderBinD0Ev+0x204)[0x7f3554590b54]
../lib/libosgUtil.so.55[0x7f355458fdda]
/lib64/libc.so.6(__cxa_finalize+0x94)[0x7f3553f6fe14]
../lib/libosgUtil.so.55[0x7f35545035c3]
=== Memory map: 
0040-00429000 r-xp  08:03 4261679
/home/xolo/source/trunk/build/debug/bin/myprog_09
00628000-00629000 r--p 00028000 08:03 4261679
/home/xolo/source/trunk/build/debug/bin/myprog_09
00629000-0062a000 rw-p 00029000 08:03 4261679
/home/xolo/source/trunk/build/debug/bin/myprog_09
0062a000-0062c000 rw-p 0062a000 00:00 0 
010cc000-013db000 rw-p 010cc000 00:00 0  [heap]
4004c000-4004d000 ---p 4004c000 00:00 0 
4004d000-4084d000 rwxp 4004d000 00:00 0 
40917000-40919000 rwxp  00:0f 2505   
/dev/zero
41d3d000-41d3e000 ---p 41d3d000 00:00 0 
41d3e000-4253e000 rwxp 41d3e000 00:00 0 
4253e000-4253f000 ---p 4253e000 00:00 0 
4253f000-42d3f000 rwxp 4253f000 00:00 0 
7f354800-7f35480c3000 rw-p 7f354800 00:00 0 
7f35480c3000-7f354c00 ---p 7f35480c3000 00:00 0 
7f354e766000-7f354eb66000 rw-s 2ef937000 00:0f 8238  
/dev/nvidia0
7f354eb66000-7f354ec66000 rw-s 312c32000 00:0f 8238  
/dev/nvidia0
7f354ec66000-7f354eca6000 rw-s 3161f 00:0f 8238  
/dev/nvidia0
7f354eca6000-7f354ecc6000 rw-s 42288c000 00:0f 8238  
/dev/nvidia0
7f354ed9a000-7f354edce000 rw-p 7f354ed9a000 00:00 0 
7f354edce000-7f354edd3000 r-xp  08:03 3851712
/usr/lib64/libXfixes.so.3.1.0
7f354edd3000-7f354efd2000 ---p 5000 08:03 3851712
/usr/lib64/libXfixes.so.3.1.0
7f354efd2000-7f354efd3000 r--p 4000 08:03 3851712
/usr/lib64/libXfixes.so.3.1.0
7f354efd3000-7f354efd4000 rw-p 5000 08:03 3851712
/usr/lib64/libXfixes.so.3.1.0
7f354efd4000-7f354efdd000 r-xp  08:03 3851669
/usr/lib64/libXrender.so.1.3.0
7f354efdd000-7f354f1dc000 ---p 9000 08:03 3851669
/usr/lib64/libXrender.so.1.3.0
7f354f1dc000-7f354f1dd000 r--p 8000 08:03 3851669
/usr/lib64/libXrender.so.1.3.0
7f354f1dd000-7f354f1de000 rw-p 9000 08:03 3851669
/usr/lib64/libXrender.so.1.3.0
7f354f1de000-7f354f1e7000 r-xp  08:03 3941507
/usr/lib64/libXcursor.so.1.0.2
7f354f1e7000-7f354f3e7000 ---p 9000 08:03 3941507
/usr/lib64/libXcursor.so.1.0.2
7f354f3e7000-7f354f3e8000 r--p 9000 08:03 3941507
/usr/lib64/libXcursor.so.1.0.2
7f354f3e8000-7f354f3e9000 rw-p a000 08:03 3941507
/usr/lib64/libXcursor.so.1.0.2
7f35507e7000-7f35507ec000 r-xp  08:03 3874872
/usr/lib64/libXdmcp.so.6.0.0
7f35507ec000-7f35509eb000 ---p 5000 08:03 3874872
/usr/lib64/libXdmcp.so.6.0.0
7f35509eb000-7f35509ec000 r--p 4000 08:03 3874872
/usr/lib64/libXdmcp.so.6.0.0
7f35509ec000-7f35509ed000 rw-p 5000 08:03 3874872
/usr/lib64/libXdmcp.so.6.0.0
7f35509ed000-7f35509ef000 r-xp  08:03 3811477
/usr/lib64/libXau.so.6.0.0
7f35509ef000-7f3550bee000 ---p 2000 08:03 3811477
/usr/lib64/libXau.so.6.0.0
7f3550bee000-7f3550bef000 r--p 1000 08:03 3811477
/usr/lib64/libXau.so.6.0.0
7f3550bef000-7f3550bf rw-p 2000 08:03 3811477
/usr/lib64/libXau.so.6.0.0
7f3550bf-7f3550bf1000 r-xp  08:03 4284473
/usr/lib64/opengl/nvidia/tls/libnvidia-tls.so.180.60
7f3550bf1000-7f3550cf1000 ---p 1000 08:03 4284473
/usr/lib64/opengl/nvidia/tls/libnvidia-tls.so.180.60
7f3550cf1000-7f3550cf2000 rw-p 1000 08:03 4284473
/usr/lib64/opengl/nvidia/tls/libnvidia-tls.so.180.60
7f3550cf2000-7f3551a94000 r-xp  08:03 4284459
/usr/lib64/opengl/nvidia/lib/libGLcore.so.180.60
7f3551a94000-7f3551b93000 ---p 00da2000 08:03 4284459
/usr/lib64/opengl/nvidia/lib/libGLcore.so.180.60
7f3551b93000-7f3551fca000 rwxp 00da1000 08:03 4284459
/usr/lib64/opengl/nvidia/lib/libGLcore.so.180.60
7f3551fca000-7f3551fdc000 rwxp 7f3551fca000 00:00 0 
7f3551fdc000-7f3551fe3000 r-xp  08:03 9783102
/usr/local/lib64/libOpenThreads.so.2.4.0
7f3551fe3000-7f35521e2000 ---p 7000 08:03 9783102

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-11 Thread Paul Martz

Alberto Luaces wrote:

I couldn't be able to compile the library since Bullet disables the
building of the BulletMultiThreaded library on 64 bit environments,
being it a requirement for osgBullet.


This should be fixed in svn head. Thanks for reporting it.
   -Paul
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Re: [osg-users] a question about blender and osgExport

2009-11-11 Thread ren jie
Hi everybody,

help me please!
i have try this almost a week, but still have proplems

Thank you!

Cheers,
ren

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Re: [osg-users] osgWidget - menu and select from list

2009-11-11 Thread J.P. Delport

Hi,

Jeremy Moles wrote:

Sorry it's taking so long--I've been incredibly busy trying to
reverse-engineering a barcode scanner in Windows so that I can write a
driver in Linux. :)

Can you contact me on AIM (cubicool) or Googletalk (cubic...@gmail.com)?
Might be faster for me to help that way...



No worries, I've also got more than enough things to do. The menu is 
just one item on my list. I'll ping when I'm busy with it again.


thanks
jp

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Re: [osg-users] Redraw osg::HeightField

2009-11-11 Thread J.P. Delport

Hi,

Teodor Hanchevici wrote:

Hi,

Please bear with me on this one since I'm a newbie with OSG.

I am trying to update and redraw an osg::HeightField. I have created
a callback and I can get the values from the grid in the event
handler, I can set the values back in the grid but the display does
not redraw.

What is the proper way of doing this? I have attached the code I am
using. Any suggestions are appreciated.


not sure, but try dirty() function on the geode.

jp



Thank you!

Cheers, Teodor

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Re: [osg-users] [forum] help with osgmovie

2009-11-11 Thread Ivan Salguero
Hi,
i am kaibaseto again and i am using visual studio 2008
... 


Thank you!

Cheers,
Ivan

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