[osg-users] Black window when using RTT shadows with Windows Aero enabled on NVIDIA

2009-12-08 Thread Jeff Bellinghausen
When I run 2.8.2 osgshadow.exe in windows 7 or Vista with the default window 
manager running (Aero) the window draws for a frame or two, then goes black and 
stays that way. If you alt-tab to the console then again back to the OSG 
window, everything starts working ok.

I would think this would be pretty common since it happens with a default 
install of the OS and a default build of osg.

This happens on all of our NVIDIA cards, seems OK on ATI.

This only happens when the shadows are rendering to FBO's, and only if you're 
running fullscreen. 

This didn't happen with OSG 1.2. We have our own shadow implementation that has 
the same issue as osgshadow. If I switch the shadow camera's 
RenderTargetImplementation to  FRAME_BUFFER everything works fine, but I am 
limited to a texture smaller than the window. Setting the target impl to 
FRAME_BUFFER_OBJECT gives the black window.

Has anyone else seen this?

Thanks,
Jeff

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Re: [osg-users] Masking (hiding) a subset of primitives?

2009-12-08 Thread Brendan Ledwich
Hi Andrew,

Could you convert your PrimitiveSet to a DrawElement and modifiy the index list 
to remove the hidden primitives? You could then turn off display lists and turn 
on VBOs such that the driver only needs to send the index list when it gets 
changed. I don't think OSG supports partial updates of buffers, but you could 
split up your PrimitiveSet into multiple DrawElements based on which primitives 
were likely to be hidden or unhidden together.

Cheers,
Brendan

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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Stephan Huber
Massimo Di Stefano schrieb:
 Hi 
 
 i'm tring to build osg trunk on mac osx snow leopard.
 
 i tried to apply the change to the file :

What version of Cmake did you use to generate the makefiles / xcode
projects? I am getting the same error when using CMake 2.8, switching
back to 2.6.4 (be sure to clear the cmake cache) everything compiles
fine without any local patches.

cheers,
Stephan


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Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
Hi Community,

please appologize for asking again, since there was no feedback on this. Any
ideas about this?

Nick

http://www.linkedin.com/in/tnikolov


On Sat, Dec 5, 2009 at 2:30 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi community.

 I am having some issues with shadowed scene. Imagine this scenario:
 - terrain as a shadow receiver
 - 1 moving model as shadow caster (the shadow looks good now)
 - adding additional moving models (now the shadow of the first one still
 looks great, but on all next models it is very blurry almost invisible)

 Any ideas, hints?

 Thanks a lot!

 Nick

 http://www.linkedin.com/in/tnikolov

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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-08 Thread Robert Osfield
Hi Fabien,

I have been thinking about the issue of whether to force the
reassignment of a new texture object automatically when the size
changes or leave it just rescale, using gluScale, as it does right
now, and I'm moving towards getting osg::Texture to assign a new
texture object when the size changes.  This would avoid the need for
an expensive scale operation, and also enable the support under GLES
and GL3 to work as neither have GLU.

As for the difference in behavior on your systems I can't explain.

Robert.

On Mon, Dec 7, 2009 at 6:23 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
 I have the resize image output in the console in both case (2.9.5 and 2.9.6).
 I have tested my small example on the following platform : Windows XP + 
 NVidia QuadroFX 1600M, driver is 186.81 notebook version. We have some other 
 platforms but i am the only one that has tested OSG 2.9.6.
 I will try to dig further into this, but it might be only a driver issue.
 Thanks,
 Fabien


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: lundi 7 décembre 2009 18:04
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

 Hi Fabien,

 I've just tried your example it works for me under Kubuntu 9.04 + ATI 
 graphics, the green square changes to blue as soon as I press 'a'.  On the 
 console I also get an Scaling image from (800,800) to (600,600), which is 
 osg::Texture automatically working to refit the image to the size required by 
 the existing osg::Texture's texture object.

 Doing a dirtyTextureObject() will discard the texture object and should allow 
 the osg::Texture to create the appropriate sized texture object which doesn't 
 need resizing.

 Do you size any resize message output the console.  What OS, hardware and 
 drivers are you working with?

 Robert.

 On Mon, Dec 7, 2009 at 3:50 PM, Fabien Lavignotte 
 fabien.lavigno...@vegatechnologies.fr wrote:

 Hi Robert,
 I have made a simple example based on osghud. Just press the 'a' key to 
 reproduce the bug, it emulates what happens on a resize in our application, 
 ie modification of the image content and size of a texture.
 With OSG 2.9.5, it works correctly, with OSG 2.9.6 the texture is garbage 
 (totally transparent in this small exemple instead of blue). To add 
 dirtyTextureObject on parent texture resolves the bug.
 In fact, the examples shows me that i have a problem before because OSG 
 resample the image when it is resized. And i want the texture to take the 
 new image size.  So finally, calling dirtyTextureObject is really needed...
 But there is really a change of behaviour between the two versions, maybe it 
 can be interesting to look further.

 Thanks,
 Fabien.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Robert Osfield
 Sent: lundi 7 décembre 2009 10:50
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev
 release

 Hi Fabuen,

 Thanks for the testing.  Could you put together small example, such as a 
 modified osg example, that illustrates this bug, I can then use this to 
 rerpduce the bug and then confirm a fix to it.

 Thanks,
 Robert.

 On Mon, Dec 7, 2009 at 8:55 AM, Fabien Lavignotte 
 fabien.lavigno...@vegatechnologies.fr wrote:
 Update done and everything builds correctly now on Windows, MSCV2008.

 But at runtime, i have a problem when updating texture content.
 I have some code that modify a texture image size when window is resized :

 _image-setImage( newWidth, newHeight, 1, GL_RGBA, GL_BGRA,
                GL_UNSIGNED_INT_8_8_8_8_REV, _qimage.bits(),
 osg::Image::NO_DELETE, 4 );

 It used to works ok (osg 2.9.5), the parent texture is correctly updated at 
 next rendering.
 But with the trunk, something goes wrong (garbage on the screen). I have 
 added the following line on the parent texture in order to make it works :

 _texture-dirtyTextureObject();


 Cheers,
 Fabien



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Robert Osfield
 Sent: samedi 5 décembre 2009 11:39
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev
 release

 Hi Fabien,

 The wrappers were up to date, but osgAnimation simply had a method defined 
 and no body for it.  I could find any calls to the problem method so have 
 simply removed it.  Perhaps Cedric added it with the intention of 
 implementing it, but in the end never did or need to it.
  Since the method isn't used I've just removed it and updated the wrappers.

 Could you do an svn update and let me know if things work fine.

 Cheers,
 Robert.

 On Fri, Dec 4, 2009 at 5:54 PM, Fabien Lavignotte 
 fabien.lavigno...@vegatechnologies.fr 

Re: [osg-users] [vpb] how to create valid terrain database?

2009-12-08 Thread Robert Osfield
Hi Hartwig,

On Mon, Dec 7, 2009 at 6:12 PM, Hartwig Wiesmann
hartwig.wiesm...@wanadoo.nl wrote:
 I just added the backslashes here in the text to prevent unwanted line 
 breaks. The real command is written in one line with the appropriate spaces.

 So, this is not the problem!

The build worked for me once I fixed the command line.

Have a look at the console output to see what errors are being
reported, perhaps as Chris suggest you haven't set up the
library/plugin paths correctly for picking up on the OSG plugins.

Robert.
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Re: [osg-users] Help with linking error

2009-12-08 Thread Robert Osfield
Hi Rizzen,

The compile error message tells you all your need to know:

usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
 symbol' can not be used when making a shared object; recompile with -fPIC

So you need to recompile using -fPIC.  This is what the OSG and
most of dependencies I know of use when compiling under 64bit,
however, some occasionally don't use -fPIC and then you have to go
chase down the build options and add it.

Robert.


On Tue, Dec 8, 2009 at 4:31 AM, Rizzen riz...@darkstar.co.za wrote:
 Hi,

 I busy building PVLE, Sukender's project that uses OSG, yet obtain an
 error that we have no idea what the cause of the error is as we don't
 understand what the error means. I posted on ODE's website too, searched
 the web about the error, yet not obtaining any explanation for error.
 Any help would be appreciated so we can resolve the problem.

 Hardware is Intel(R) Core(TM)2 Quad CPU Q9300 @ 2.50GHz, 8 GB RAM
 Software is OpenSuse 11.2 x86 64bit, using gcc (SUSE Linux) 4.4.1
 [gcc-4_4-branch revision 150839], etc
 Build is 64 bit

 Error:
 Linking CXX shared library ../Lib/libPVLE.so
 /usr/lib64/gcc/x86_64-suse-linux/4.4/../../../../x86_64-suse-linux/bin/ld:
 /usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
 symbol' can not be used when making a shared object; recompile with -fPIC
 /usr/local/lib/libode.a: could not read symbols: Bad value

 Thanx
 Rizzen
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Re: [osg-users] Black window when using RTT shadows with Windows Aero enabled on NVIDIA

2009-12-08 Thread Robert Osfield
Hi Jeff,

This has all the hallmarks of driver bug, so go see if NVidia have got
an updated driver, or perhaps moving back a driver version or two
might walk around the bug.

Robert.

On Tue, Dec 8, 2009 at 4:58 AM, Jeff Bellinghausen j...@sixense.com wrote:
 When I run 2.8.2 osgshadow.exe in windows 7 or Vista with the default window 
 manager running (Aero) the window draws for a frame or two, then goes black 
 and stays that way. If you alt-tab to the console then again back to the OSG 
 window, everything starts working ok.

 I would think this would be pretty common since it happens with a default 
 install of the OS and a default build of osg.

 This happens on all of our NVIDIA cards, seems OK on ATI.

 This only happens when the shadows are rendering to FBO's, and only if you're 
 running fullscreen.

 This didn't happen with OSG 1.2. We have our own shadow implementation that 
 has the same issue as osgshadow. If I switch the shadow camera's 
 RenderTargetImplementation to  FRAME_BUFFER everything works fine, but I am 
 limited to a texture smaller than the window. Setting the target impl to 
 FRAME_BUFFER_OBJECT gives the black window.

 Has anyone else seen this?

 Thanks,
 Jeff

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Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 Hi Community,

 please appologize for asking again, since there was no feedback on this. Any
 ideas about this?

It's hard to guess at what is up with so little details.  Which
ShadowTechniques have you tried?

Robert.
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
I used cmake 2.8 to try the build.

then i also tried the Xcode that comes with the osg source code, but it fails 
too.

i'll try to install cmake 2.6.4 and see if it works.

- have you any hintsabout the provedure to generate xcode project using cmake ?

thanks!

Massimo.

Il giorno 08/dic/2009, alle ore 09.17, Stephan Huber ha scritto:

 Massimo Di Stefano schrieb:
 Hi 
 
 i'm tring to build osg trunk on mac osx snow leopard.
 
 i tried to apply the change to the file :
 
 What version of Cmake did you use to generate the makefiles / xcode
 projects? I am getting the same error when using CMake 2.8, switching
 back to 2.6.4 (be sure to clear the cmake cache) everything compiles
 fine without any local patches.
 
 cheers,
 Stephan
 
 
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Re: [osg-users] osgShadow question

2009-12-08 Thread Trajce Nikolov
Hi RObert,


SoftShadowMap

Nick

http://www.linkedin.com/in/tnikolov


On Tue, Dec 8, 2009 at 11:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov nikolov.tra...@gmail.com
 wrote:
  Hi Community,
 
  please appologize for asking again, since there was no feedback on this.
 Any
  ideas about this?

 It's hard to guess at what is up with so little details.  Which
 ShadowTechniques have you tried?

 Robert.
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Stephan Maximilian Huber
Hi Massimo,

Massimo Di Stefano schrieb:

 then i also tried the Xcode that comes with the osg source code, but it fails 
 too

can you provide the build log? So we can fix the xcode-projects. Btw
they work for me.

 i'll try to install cmake 2.6.4 and see if it works.
 
 - have you any hintsabout the provedure to generate xcode project using cmake 
 ?

ccmake -G Xcode or use the provided gui.

cheers,
Stephan
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
Hi,

tring using cmake-2.6.4 (last osg trunk - revision : 10859)

i restored the opentrhead files and used :

cd trunk/
mkdir build
cd build
ccmake ..

the build now goes ahead but fails at quicktime plug-in this the log :

http://www.geofemengineering.it/data/osg-r10859_osx10-6_cmake.txt


i'll try now the xcode project that comes with the source code, so i can save 
and post its log.

thanks to help me!

Massimo.

Il giorno 08/dic/2009, alle ore 11.11, Stephan Maximilian Huber ha scritto:

 Hi Massimo,
 
 Massimo Di Stefano schrieb:
 
 then i also tried the Xcode that comes with the osg source code, but it 
 fails too
 
 can you provide the build log? So we can fix the xcode-projects. Btw
 they work for me.
 
 i'll try to install cmake 2.6.4 and see if it works.
 
 - have you any hintsabout the provedure to generate xcode project using 
 cmake ?
 
 ccmake -G Xcode or use the provided gui.
 
 cheers,
 Stephan
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
Tried using Xcode with this configuration :

base sdk : Current Mac Os
build active architecture only X (checked)

use base sdk
Development 64bit cocoa

Log :

http://www.geofemengineering.it/data/osg-r10859_osx10-6_Xcode.txt



Il giorno 08/dic/2009, alle ore 11.28, Massimo Di Stefano ha scritto:

 Hi,
 
 tring using cmake-2.6.4 (last osg trunk - revision : 10859)
 
 i restored the opentrhead files and used :
 
 cd trunk/
 mkdir build
 cd build
 ccmake ..
 
 the build now goes ahead but fails at quicktime plug-in this the log :
 
 http://www.geofemengineering.it/data/osg-r10859_osx10-6_cmake.txt
 
 
 i'll try now the xcode project that comes with the source code, so i can save 
 and post its log.
 
 thanks to help me!
 
 Massimo.
 
 Il giorno 08/dic/2009, alle ore 11.11, Stephan Maximilian Huber ha scritto:
 
 Hi Massimo,
 
 Massimo Di Stefano schrieb:
 
 then i also tried the Xcode that comes with the osg source code, but it 
 fails too
 
 can you provide the build log? So we can fix the xcode-projects. Btw
 they work for me.
 
 i'll try to install cmake 2.6.4 and see if it works.
 
 - have you any hintsabout the provedure to generate xcode project using 
 cmake ?
 
 ccmake -G Xcode or use the provided gui.
 
 cheers,
 Stephan
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Stephan Maximilian Huber
Hi,

Massimo Di Stefano schrieb:
 Hi,
 
 tring using cmake-2.6.4 (last osg trunk - revision : 10859)
 
 i restored the opentrhead files and used :
 
 cd trunk/
 mkdir build
 cd build
 ccmake ..
 
 the build now goes ahead but fails at quicktime plug-in this the log :
 
 http://www.geofemengineering.it/data/osg-r10859_osx10-6_cmake.txt

Any chance that you compile for 64bit? Then you'll have to disable the
quicktime-plugin and use the imageio-plugin, Quicktime is only available
for 32bit.

Set OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX settings in CMAKE to imageio

cheers,
Stephan


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Re: [osg-users] osgShadow question

2009-12-08 Thread Robert Osfield
Hi Nick,

On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 SoftShadowMap

SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.

Try the view dependent techniques such as LightSpacePerspectiveShadowMap.

Robert.
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Re: [osg-users] [vpb] convertLatLongHeightToXYZ problem with a geocentric coordinate earth

2009-12-08 Thread Lv Qing

lq37 wrote:
 Hi,
 
 Thank you Glenn !
 Please tell me how to use local up vector to set the orientation 
 (pitch,roll,yaw) of my model.
 
 Thank you!
 
 Cheers,
 Lv


Already solve the orientation  issue,Thanks everyone!

Only the height issue remain.

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Re: [osg-users] New 3DS reader/writer is ready to test

2009-12-08 Thread Sukender
Hi Stephan,

Yes, I told CMake to set all these modified C files to be interpreted as C++, 
but I don't know about xcode. Is there a way to do the same?

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

- Stephan Maximilian Huber ratzf...@digitalmind.de a écrit :

 Hi,
 
 Sukender schrieb:
  As told on osg-submissions, there is a new 3DS reader/writer plugin
 into the trunk. You're all welcome to test it. What's new? Well:
  - Writing support 
  - Uses latest lib3ds
  - Reader now creates MatrixTransforms instead of groups (points are
 now as the 3DS file describes). Use noMatrixTransforms option to get
 the old behaviour.
  - Geometries with more than 65k triangles are automatically split in
 multiple meshes.
  - Some fixes (Pivots).
  
  Those who have rights on the plugins page (
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins
 ) may change it... and write pending... on FBX writing ;)
  
  I just hope there won't be too much bugs...
  Cheers,
 
 
 I have problems compiling the new plugin with the deprecated
 xcode-projects. The compiler chokes about the osg/Endian-include in
 lib3ds_io.c. It seems this is because a c-file includes a cpp-header.
 
 I renamed the file to lib3ds_io.cpp and added some extern C. A
 
 ttached you'll find a working file, not sure if I tackled the problem
 the right way.
 
 cheers,
 Stephan
 
 
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-08 Thread Robert Osfield
Hi Fabien,

On Tue, Dec 8, 2009 at 9:11 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 I have been thinking about the issue of whether to force the
 reassignment of a new texture object automatically when the size
 changes or leave it just rescale, using gluScale, as it does right
 now, and I'm moving towards getting osg::Texture to assign a new
 texture object when the size changes.  This would avoid the need for
 an expensive scale operation, and also enable the support under GLES
 and GL3 to work as neither have GLU.

I have gone ahead and implemented this for Texture2D, it's now checked
into svn/trunk.  I've tested against you test example.  Could you
please do an svn update and test you application and let me know how
you get on.

Cheers,
Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-08 Thread Fabien Lavignotte
Hi Robert,
I have an explanation for the difference in behaviors. I use 
GL_UNSIGNED_INT_8_8_8_8_REV as image data type and it does not seem to be 
supported with gluScaleImage (on windows at least). So, gluScaleImage does 
nothing and a pointer with garbage data is passed to glTexImage2D.  On linux (i 
have tested OSG 2.9.5 on linux), the GLU library is newer and supports 
GL_UNSIGNED_INT_8_8_8_8_REV.
So sorry for the noise.
By the way, I fully agree with forcing the reassignment of new texture object 
when image size changes. I don't know if it could break existing apps but it 
seems quite logical.

Thanks,
Fabien

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: mardi 8 décembre 2009 10:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

Hi Fabien,

I have been thinking about the issue of whether to force the reassignment of a 
new texture object automatically when the size changes or leave it just 
rescale, using gluScale, as it does right now, and I'm moving towards getting 
osg::Texture to assign a new texture object when the size changes.  This would 
avoid the need for an expensive scale operation, and also enable the support 
under GLES and GL3 to work as neither have GLU.

As for the difference in behavior on your systems I can't explain.

Robert.

On Mon, Dec 7, 2009 at 6:23 PM, Fabien Lavignotte 
fabien.lavigno...@vegatechnologies.fr wrote:
 I have the resize image output in the console in both case (2.9.5 and 2.9.6).
 I have tested my small example on the following platform : Windows XP + 
 NVidia QuadroFX 1600M, driver is 186.81 notebook version. We have some other 
 platforms but i am the only one that has tested OSG 2.9.6.
 I will try to dig further into this, but it might be only a driver issue.
 Thanks,
 Fabien


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Robert Osfield
 Sent: lundi 7 décembre 2009 18:04
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev 
 release

 Hi Fabien,

 I've just tried your example it works for me under Kubuntu 9.04 + ATI 
 graphics, the green square changes to blue as soon as I press 'a'.  On the 
 console I also get an Scaling image from (800,800) to (600,600), which is 
 osg::Texture automatically working to refit the image to the size required by 
 the existing osg::Texture's texture object.

 Doing a dirtyTextureObject() will discard the texture object and should allow 
 the osg::Texture to create the appropriate sized texture object which doesn't 
 need resizing.

 Do you size any resize message output the console.  What OS, hardware and 
 drivers are you working with?

 Robert.

 On Mon, Dec 7, 2009 at 3:50 PM, Fabien Lavignotte 
 fabien.lavigno...@vegatechnologies.fr wrote:

 Hi Robert,
 I have made a simple example based on osghud. Just press the 'a' key to 
 reproduce the bug, it emulates what happens on a resize in our application, 
 ie modification of the image content and size of a texture.
 With OSG 2.9.5, it works correctly, with OSG 2.9.6 the texture is garbage 
 (totally transparent in this small exemple instead of blue). To add 
 dirtyTextureObject on parent texture resolves the bug.
 In fact, the examples shows me that i have a problem before because OSG 
 resample the image when it is resized. And i want the texture to take the 
 new image size.  So finally, calling dirtyTextureObject is really needed...
 But there is really a change of behaviour between the two versions, maybe it 
 can be interesting to look further.

 Thanks,
 Fabien.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Robert Osfield
 Sent: lundi 7 décembre 2009 10:50
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev 
 release

 Hi Fabuen,

 Thanks for the testing.  Could you put together small example, such as a 
 modified osg example, that illustrates this bug, I can then use this to 
 rerpduce the bug and then confirm a fix to it.

 Thanks,
 Robert.

 On Mon, Dec 7, 2009 at 8:55 AM, Fabien Lavignotte 
 fabien.lavigno...@vegatechnologies.fr wrote:
 Update done and everything builds correctly now on Windows, MSCV2008.

 But at runtime, i have a problem when updating texture content.
 I have some code that modify a texture image size when window is resized :

 _image-setImage( newWidth, newHeight, 1, GL_RGBA, GL_BGRA,
                GL_UNSIGNED_INT_8_8_8_8_REV, _qimage.bits(), 
 osg::Image::NO_DELETE, 4 );

 It used to works ok (osg 2.9.5), the parent texture is correctly updated at 
 next rendering.
 But with the trunk, something goes wrong (garbage on the screen). I have 
 added the following line on the parent texture in 

Re: [osg-users] New 3DS reader/writer is ready to test

2009-12-08 Thread Stephan Maximilian Huber
Hi Sukender,

Sukender schrieb:
 Yes, I told CMake to set all these modified C files to be interpreted as 
 C++, but I don't know about xcode. Is there a way to do the same?

Hmm, tried that before but it didn't worked. Now I tried it again and
now it compiles w/o my change. So I missed something the first time.

Thanks anyway

cheers,
Stephan
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[osg-users] visual artifact

2009-12-08 Thread Trajce Nikolov
Hi Community,

I am having a Camera as a part of the scenegraph and it renders the geometry
backfaced ... Am I missing something? The camera setup is pretty much the
same as in the examples.

Thanks.
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
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[osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Vincent Bourdier

Hi all,

Using pagedLod, I just test an interessant thing : I load a PagedLod osg 
file like :


PagedLOD {
 nodeMask 0x
 cullingActive TRUE
 Center 0 0 0
 Radius -1
 RangeMode PIXEL_SIZE_ON_SCREEN
 RangeList 2 {
   0 1000
   1000 1e+020
 }
 NumChildrenThatCannotBeExpired 1
 FileNameList 2 {
   LV57S200502.ive
   HV57S200502.ive
 }
 num_children 0
   }

and next I wrote it in a new .osg file and I get :

PagedLOD {
 nodeMask 0x
 cullingActive TRUE
 Center 0 0 0
 Radius -1
 RangeMode PIXEL_SIZE_ON_SCREEN
 RangeList 2 {
   0 1000
   1000 1e+020
 }
 DatabasePath Z:/TEST/Total_LOD_box/s21/
 NumChildrenThatCannotBeExpired 1
 FileNameList 2 {
   LV57S200502.ive
   HV57S200502.ive
 }
 num_children 0
   }

As you can see, the DatabasePath appear, and the path set is to the path 
where the original osg file is...  so now my PagedLod won't work on a 
different PC than mine...


Is it an expected behavior ?
If I set the DatabasePath to  or ./, will the osg writer let it in 
peace ?


Thanks.

Regards,
  Vincent.


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Re: [osg-users] visual artifact

2009-12-08 Thread Robert Osfield
Hi Nick,

On Tue, Dec 8, 2009 at 2:59 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 I am having a Camera as a part of the scenegraph and it renders the geometry
 backfaced ... Am I missing something? The camera setup is pretty much the
 same as in the examples.

For us in the community there is huge numbers of unknowns about your
setup.  Is your Camera set up to mirror image your scene?  Have you
set up your scene so that you swap face culling?  When say geometry
backfaced what exactly do you mean?

Robert.
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Re: [osg-users] visual artifact

2009-12-08 Thread J.P. Delport

Have you mirrored something in the projections of the camera?

Trajce Nikolov wrote:

Hi Community,

I am having a Camera as a part of the scenegraph and it renders the 
geometry backfaced ... Am I missing something? The camera setup is 
pretty much the same as in the examples. 


Thanks.
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey




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Re: [osg-users] visual artifact

2009-12-08 Thread Trajce Nikolov
No.

The setup of the camera is exactly the same as in the osgprerendercubemap.
No mirroring done. It is child of a MatrixTransform though ...

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:08 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Have you mirrored something in the projections of the camera?

 Trajce Nikolov wrote:

 Hi Community,

 I am having a Camera as a part of the scenegraph and it renders the
 geometry backfaced ... Am I missing something? The camera setup is pretty
 much the same as in the examples.
 Thanks.
 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey


 


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Re: [osg-users] visual artifact

2009-12-08 Thread Trajce Nikolov
that was the problem  the camera parent is MatrixTransform  when I
detached and attached to the top level root it is ok. Huh. I should have
listen more carefully at the math classes at school :)

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:11 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 No.

 The setup of the camera is exactly the same as in the osgprerendercubemap.
 No mirroring done. It is child of a MatrixTransform though ...

 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey

 On Tue, Dec 8, 2009 at 5:08 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Have you mirrored something in the projections of the camera?

 Trajce Nikolov wrote:

 Hi Community,

 I am having a Camera as a part of the scenegraph and it renders the
 geometry backfaced ... Am I missing something? The camera setup is pretty
 much the same as in the examples.
 Thanks.
 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey


 


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[osg-users] Viewer affinity and user threads

2009-12-08 Thread J.P. Delport

Hi all,

this is just a heads-up for people that might encounter a similar problem.

I'm using boost::thread for creating CPU processing threads after I've 
started an osg::Viewer. I've been pulling my hair out over the fact that 
all my threads end up on the same processor.


It turns out that the default single threaded viewer sets the affinity 
of its thread (the main process iow) to CPU0. All my user threads 
created after this end up on CPU0 too, because they inherit the affinity 
of the main process.


I've had to manually set the affinity of the main process after creating 
the viewer (I couldn't find an OSG call though, had to use a pthreads 
call on Linux) or set the affinity of the user threads once created.


regards
jp

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Re: [osg-users] visual artifact

2009-12-08 Thread J.P. Delport
Did you create the matrix manually? If you use the makeTranslate, 
makeRotate etc. functions then you should end up with a matrix that does 
not mirror stuff.


jp

Trajce Nikolov wrote:
that was the problem  the camera parent is MatrixTransform  when 
I detached and attached to the top level root it is ok. Huh. I should 
have listen more carefully at the math classes at school :)


Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:11 PM, Trajce Nikolov nikolov.tra...@gmail.com 
mailto:nikolov.tra...@gmail.com wrote:


No.

The setup of the camera is exactly the same as in the
osgprerendercubemap. No mirroring done. It is child of a
MatrixTransform though ... 


Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:08 PM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:

Have you mirrored something in the projections of the camera?

Trajce Nikolov wrote:

Hi Community,

I am having a Camera as a part of the scenegraph and it
renders the geometry backfaced ... Am I missing something?
The camera setup is pretty much the same as in the examples.
Thanks.
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey






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Re: [osg-users] Viewer affinity and user threads

2009-12-08 Thread J.P. Delport

Hi all,

this is just a heads-up for people that might encounter a similar problem.

I'm using boost::thread for creating CPU processing threads after I've 
started an osg::Viewer. I've been pulling my hair out over the fact that 
all my threads end up on the same processor.


It turns out that the default single threaded viewer sets the affinity 
of its thread (the main process iow) to CPU0. All my user threads 
created after this end up on CPU0 too, because they inherit the affinity 
of the main process.


I've had to manually set the affinity of the main process after creating 
the viewer (I couldn't find an OSG call though, had to use a pthreads 
call on Linux) or set the affinity of the user threads once created.
Just to be clear... There is a call in OSG to set the affinity to a 
specific processor, but not a call to say run on any again.


jp


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Re: [osg-users] visual artifact

2009-12-08 Thread Trajce Nikolov
I am using MatrixTransform to move models in the scene. And I had camera
attached to render the backview for a mirror for the model. With this setup,
it renders the geometry backfaced for the mirror view. Now it works when I
attached the camera to the root node. It is ok, but will need more code to
handle now all of it. I thought it will be just that easy

Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:31 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Did you create the matrix manually? If you use the makeTranslate,
 makeRotate etc. functions then you should end up with a matrix that does not
 mirror stuff.

 jp

 Trajce Nikolov wrote:

 that was the problem  the camera parent is MatrixTransform  when I
 detached and attached to the top level root it is ok. Huh. I should have
 listen more carefully at the math classes at school :)

 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey

 On Tue, Dec 8, 2009 at 5:11 PM, Trajce Nikolov 
 nikolov.tra...@gmail.commailto:
 nikolov.tra...@gmail.com wrote:

No.

The setup of the camera is exactly the same as in the
osgprerendercubemap. No mirroring done. It is child of a
MatrixTransform though ...
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey

On Tue, Dec 8, 2009 at 5:08 PM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:

Have you mirrored something in the projections of the camera?

Trajce Nikolov wrote:

Hi Community,

I am having a Camera as a part of the scenegraph and it
renders the geometry backfaced ... Am I missing something?
The camera setup is pretty much the same as in the examples.
Thanks.
Nick

http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey



  


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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
Hi,

i applied the change to cmake settings :

 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

but the error persists, so i make a copy of the quicktime directory and i 
removed all the files from the original on :

cp -r trunk/src/osgPlugins/quicktime runk/src/osgPlugins/quicktime_
cd trunk/src/osgPlugins/quicktime
rm -rf *

httpp://www.geofemengineering.it/data/osg_osgQtBrowser_error.txt
httpp://www.geofemengineering.it/data/osg_osgviewerQT_error.txt
httpp://www.geofemengineering.it/data/osg_osgviewerQtWidget_error.txt
httpp://www.geofemengineering.it/data/osg_wx_error.txt


thi gived me a succesfull build.

then, i reconfigured osg enablig the examples, 
here i had errors for Wx and Qt :

httpp://www.geofemengineering.it/data/osg_osgQtBrowser_error.txt
httpp://www.geofemengineering.it/data/osg_osgviewerQT_error.txt
httpp://www.geofemengineering.it/data/osg_osgviewerQtWidget_error.txt
httpp://www.geofemengineering.it/data/osg_wx_error.txt

appling the same hack 

cp -r plug-in_dir plug-in_dir_
cd tplug-in_dir
rm -rf *

i succesful build the other examles

Thanks a lot to helped me!
any suggestion to have Qt example running ?

i'm intersted in the Qt example,
i have a source build for Qt-4.6 -cocoa (so it shoul'd be 64 bit as osg)
my target is to run osg from python + pyqt.
btw if osg-python will not build i'll try to use Qt - c++


tell me if i can provide any sort of logs
(i build osg using Debug enabled and wrapper set to ON)


Ciao,

Massimo.

Il giorno 08/dic/2009, alle ore 13.15, Stephan Maximilian Huber ha scritto:

 Hi,
 
 Massimo Di Stefano schrieb:
 Hi,
 
 tring using cmake-2.6.4 (last osg trunk - revision : 10859)
 
 i restored the opentrhead files and used :
 
 cd trunk/
 mkdir build
 cd build
 ccmake ..
 
 the build now goes ahead but fails at quicktime plug-in this the log :
 
 http://www.geofemengineering.it/data/osg-r10859_osx10-6_cmake.txt
 
 Any chance that you compile for 64bit? Then you'll have to disable the
 quicktime-plugin and use the imageio-plugin, Quicktime is only available
 for 32bit.
 
 Set OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX settings in CMAKE to imageio
 
 cheers,
 Stephan
 
 
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Robert Osfield
Hi Massimo,

On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
massimodisa...@yahoo.it wrote:
 Hi,

 i applied the change to cmake settings :

 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

 but the error persists, so i make a copy of the quicktime directory and i 
 removed all the files from the original on :

After setting the variable using ccmake you should then press 'c' and
'g' to configure and then generate the finale makefiles/Xcode
projects.  If you miss these steps out then you'll still see the
quicktime plugin building.

Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-08 Thread Fabien Lavignotte
Hi Robert,
It works now with my example on windows.
But i have a problem with my application, i am currently playing with 
Texture2D::SubloadCallback to optimize my image data transfer, and also avoid 
double buffering when using a drawing thread.
There is a small bug with your change and SubloadCallback, the texture object 
is destroy at each call of Texture2D::apply because the modified count is never 
updated when using SubloadCallback.
I have made a small fix to avoid that, see attachement.

Fabien

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: mardi 8 décembre 2009 15:27
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

Hi Fabien,

On Tue, Dec 8, 2009 at 9:11 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 I have been thinking about the issue of whether to force the 
 reassignment of a new texture object automatically when the size 
 changes or leave it just rescale, using gluScale, as it does right 
 now, and I'm moving towards getting osg::Texture to assign a new 
 texture object when the size changes.  This would avoid the need for 
 an expensive scale operation, and also enable the support under GLES 
 and GL3 to work as neither have GLU.

I have gone ahead and implemented this for Texture2D, it's now checked into 
svn/trunk.  I've tested against you test example.  Could you please do an svn 
update and test you application and let me know how you get on.

Cheers,
Robert.
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Texture2D.cpp
Description: Texture2D.cpp
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Stephan Maximilian Huber
Massimo Di Stefano schrieb:
 i applied the change to cmake settings :
 
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
 
 but the error persists, so i make a copy of the quicktime directory and i 
 removed all the files from the original on :
 
 cp -r trunk/src/osgPlugins/quicktime runk/src/osgPlugins/quicktime_
 cd trunk/src/osgPlugins/quicktime
 rm -rf *
 
 httpp://www.geofemengineering.it/data/osg_osgQtBrowser_error.txt
 httpp://www.geofemengineering.it/data/osg_osgviewerQT_error.txt
 httpp://www.geofemengineering.it/data/osg_osgviewerQtWidget_error.txt
 httpp://www.geofemengineering.it/data/osg_wx_error.txt
 
 
 thi gived me a succesfull build.
 
 then, i reconfigured osg enablig the examples, 
 here i had errors for Wx and Qt :
 
 httpp://www.geofemengineering.it/data/osg_osgQtBrowser_error.txt
 httpp://www.geofemengineering.it/data/osg_osgviewerQT_error.txt
 httpp://www.geofemengineering.it/data/osg_osgviewerQtWidget_error.txt
 httpp://www.geofemengineering.it/data/osg_wx_error.txt
 
 appling the same hack 
 
 cp -r plug-in_dir plug-in_dir_
 cd tplug-in_dir
 rm -rf *
 
 i succesful build the other examles
 
 Thanks a lot to helped me!
 any suggestion to have Qt example running ?

I have no experience with qt, but looking at the logs it looks like Qt
needs the GraphicsWindowCarbon-implementation, which is not available
for 64bit, you'll have to set OSG_WINDOWING_SYSTEM to Carbon and make
sure you are not building against 64bit (check CMAKE_OSX_ARCHITECTURES)

HTH,
Stephan


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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-08 Thread Robert Osfield
Hi Fabien,

On Tue, Dec 8, 2009 at 3:54 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
 It works now with my example on windows.
 But i have a problem with my application, i am currently playing with 
 Texture2D::SubloadCallback to optimize my image data transfer, and also avoid 
 double buffering when using a drawing thread.
 There is a small bug with your change and SubloadCallback, the texture object 
 is destroy at each call of Texture2D::apply because the modified count is 
 never updated when using SubloadCallback.
 I have made a small fix to avoid that, see attachement.

I have had to tweak your fix by adding an if (_image.valid()) to
protected the getModified() call as the subload callback can be called
on textures that have no image assigned.  With this addition I've
merged your change and checked it into svn trunk.

There is now the issue of the other Texture* classes, as these will
all have the same issues, so we'll need to roll these changes out to
them as well.

Robert.
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
Hi Ronert,

sure i did it

cd trunk
mkdir build
ccmake ..

i changed the configuration 
then pressed c to configure
an g to generate the makefile

in the file CMakeCache.txt i have : 

//standard image plugin for os x, options are quicktime, imageio
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio

but the make continue to try to buld quicktime.

Massimo.

Il giorno 08/dic/2009, alle ore 16.41, Robert Osfield ha scritto:

 Hi Massimo,
 
 On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
 massimodisa...@yahoo.it wrote:
 Hi,
 
 i applied the change to cmake settings :
 
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
 
 but the error persists, so i make a copy of the quicktime directory and i 
 removed all the files from the original on :
 
 After setting the variable using ccmake you should then press 'c' and
 'g' to configure and then generate the finale makefiles/Xcode
 projects.  If you miss these steps out then you'll still see the
 quicktime plugin building.
 
 Robert.
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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Robert Osfield
Hi Massimo,

I've now spotted that you problems were no longer about the quicktime
plugin... but Qt and WxWindows.  As Stephan mentions these examples
will be using parts of the OSG/OSX that aren't supported under 64bit
build.

It should be possible to modify the Qt examples to compile under 64bit
by avoiding the use of GraphicsWIndowCarbon.  I don't know if
GrahicsWindowCocoa can be successfully used in it's place but you
could try.  The other route it not use the GraphicsWindow inheritance
functionality, and instead use GraphicsWindow embedded or the full
GraphicsWindow subclass  functionality.

Robert.

On Tue, Dec 8, 2009 at 4:06 PM, Massimo Di Stefano
massimodisa...@yahoo.it wrote:
 Hi Ronert,

 sure i did it

 cd trunk
 mkdir build
 ccmake ..

 i changed the configuration
 then pressed c to configure
 an g to generate the makefile

 in the file CMakeCache.txt i have :

 //standard image plugin for os x, options are quicktime, imageio
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio

 but the make continue to try to buld quicktime.

 Massimo.

 Il giorno 08/dic/2009, alle ore 16.41, Robert Osfield ha scritto:

 Hi Massimo,

 On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
 massimodisa...@yahoo.it wrote:
 Hi,

 i applied the change to cmake settings :

 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

 but the error persists, so i make a copy of the quicktime directory and i 
 removed all the files from the original on :

 After setting the variable using ccmake you should then press 'c' and
 'g' to configure and then generate the finale makefiles/Xcode
 projects.  If you miss these steps out then you'll still see the
 quicktime plugin building.

 Robert.
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Vincent Bourdier

Hi,

Ok I get it : when the Lod is wrote in an IVE file, there is not LOD 
databasepath
But, on the load, the databasepath is set with the current directory 
where the file is found... so next on save, the databasepath is saved...
So, the question is : is it necessary to set the databasepath on the 
load of the file in the pluginIve reader ?


Thanks

Regards,
  Vincent.

Vincent Bourdier a écrit :

Hi all,

Using pagedLod, I just test an interessant thing : I load a PagedLod 
osg file like :


PagedLOD {
 nodeMask 0x
 cullingActive TRUE
 Center 0 0 0
 Radius -1
 RangeMode PIXEL_SIZE_ON_SCREEN
 RangeList 2 {
   0 1000
   1000 1e+020
 }
 NumChildrenThatCannotBeExpired 1
 FileNameList 2 {
   LV57S200502.ive
   HV57S200502.ive
 }
 num_children 0
   }

and next I wrote it in a new .osg file and I get :

PagedLOD {
 nodeMask 0x
 cullingActive TRUE
 Center 0 0 0
 Radius -1
 RangeMode PIXEL_SIZE_ON_SCREEN
 RangeList 2 {
   0 1000
   1000 1e+020
 }
 DatabasePath Z:/TEST/Total_LOD_box/s21/
 NumChildrenThatCannotBeExpired 1
 FileNameList 2 {
   LV57S200502.ive
   HV57S200502.ive
 }
 num_children 0
   }

As you can see, the DatabasePath appear, and the path set is to the 
path where the original osg file is...  so now my PagedLod won't work 
on a different PC than mine...


Is it an expected behavior ?
If I set the DatabasePath to  or ./, will the osg writer let it in 
peace ?


Thanks.

Regards,
  Vincent.


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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Robert Osfield
Hi Vincent,

On Tue, Dec 8, 2009 at 4:43 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Ok I get it : when the Lod is wrote in an IVE file, there is not LOD
 databasepath
 But, on the load, the databasepath is set with the current directory where
 the file is found... so next on save, the databasepath is saved...
 So, the question is : is it necessary to set the databasepath on the load of
 the file in the pluginIve reader ?

It shouldn't be.  The .osg and .ive loaders should all manage the
DatabasePath at runtime for you, and you shouldn't need to do anything
- it should just work out of the box.

Is there are reason why you are trying to set the DatabasePager?

Robert.
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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Vincent Bourdier

Hi Robert,

I do not set the DatabasePager, but the PagedLod's DatabasePath.
The real problem is the .ive loader : it do not returns the node in the 
exact state he get it...


Thanks.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

On Tue, Dec 8, 2009 at 4:43 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

Ok I get it : when the Lod is wrote in an IVE file, there is not LOD
databasepath
But, on the load, the databasepath is set with the current directory where
the file is found... so next on save, the databasepath is saved...
So, the question is : is it necessary to set the databasepath on the load of
the file in the pluginIve reader ?



It shouldn't be.  The .osg and .ive loaders should all manage the
DatabasePath at runtime for you, and you shouldn't need to do anything
- it should just work out of the box.

Is there are reason why you are trying to set the DatabasePager?

Robert.
  



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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Robert Osfield
Hi Vincent,

On Tue, Dec 8, 2009 at 4:58 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 I do not set the DatabasePager, but the PagedLod's DatabasePath.

Sorry, my mistake, I meant DatabasePath when I wrote DatabasePager.
In normal paged database usage your do not explicitly set the
DatabasePath - instead it's set by the loaders.

 The real problem is the .ive loader : it do not returns the node in the
 exact state he get it...

In the case of DatabasePath you don't want that state stored as the
database can be moved, or the user you load it from a different
relative path or even over http.  Paged database are arranged relative
to one another, so the parents database path is used to determine
where to fined the children.

Robert.
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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Chris 'Xenon' Hanson
Vincent Bourdier wrote:
 As you can see, the DatabasePath appear, and the path set is to the path
 where the original osg file is...  so now my PagedLod won't work on a
 different PC than mine...

  I have run into this too.

  This is the reason why the osgconv recursion submission I sent it a few weeks 
ago has to
change working directory to the location of the sub-files before it converts 
them.
Otherwise, the hard-coded path gets built into the converted output file, and 
it will no
longer be portable.


  I classify this as a problem in the PagedLOD saver (both IVE and OSG, I 
think), but
I'm hesitant to call it a bug, and I didn't submit a fix for it, because I 
suspected
that it was there for a reason and something I was unaware of might be relying 
on it, so I
just worked around it.

-- 
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] Mac OS X Snow Leopard

2009-12-08 Thread Massimo Di Stefano
hi,

tring on QOSGWidget example,

i ried to replace : 

#include osgViewer/api/Carbon/GraphicsWindowCarbon

with :

#include osgViewer/api/Cocoa/GraphicsWindowCocoa



but i get : 


[ 99%] Building CXX object 
examples/osgviewerQtWidget/CMakeFiles/example_osgviewerQtWidget.dir/QOSGWidget.cpp.o
/Users/sasha/source/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp: In member 
function ‘void QOSGWidget::createContext(QWidget*)’:
/Users/sasha/source/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp:156: error: 
‘HIViewRef’ was not declared in this scope
/Users/sasha/source/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp:156: error: 
‘HIViewGetWindow’ was not declared in this scope
make[2]: *** 
[examples/osgviewerQtWidget/CMakeFiles/example_osgviewerQtWidget.dir/QOSGWidget.cpp.o]
 Error 1
make[1]: *** 
[examples/osgviewerQtWidget/CMakeFiles/example_osgviewerQtWidget.dir/all] Error 
2




the original file :

http://www.geofemengineering.it/data/QOSGWidget.cpp

but ... i tried also using a 32 build for osg (architecture i386, carbon)

this the error :

Scanning dependencies of target example_osgviewerQT
[ 98%] Building CXX object 
examples/osgviewerQT/CMakeFiles/example_osgviewerQT.dir/QOSGWidget.cpp.o
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:61: error: 
‘WindowRef’ does not name a type
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:62: error: 
‘osgViewer::GraphicsWindowCarbon’ has not been declared
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:62: error: 
expected initializer before ‘WindowData’
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp: In member 
function ‘void QOSGWidget::createContext()’:
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:163: error: 
expected type-specifier before ‘WindowData’
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:163: error: no 
match for ‘operator=’ in ‘traits. osg::ref_ptrT::operator- [with T = 
osg::GraphicsContext::Traits]()-osg::GraphicsContext::Traits::inheritedWindowData
 = (int*)operator new(4u)’
/Users/sasha/source/trunk/include/osg/ref_ptr:35: note: candidates are: 
osg::ref_ptrT osg::ref_ptrT::operator=(const osg::ref_ptrT) [with T = 
osg::Referenced]
/Users/sasha/source/trunk/include/osg/ref_ptr:47: note: 
osg::ref_ptrT osg::ref_ptrT::operator=(T*) [with T = osg::Referenced]
/Users/sasha/source/trunk/examples/osgviewerQT/QOSGWidget.cpp:163: error: 
expected `;' before ‘WindowData’
make[2]: *** 
[examples/osgviewerQT/CMakeFiles/example_osgviewerQT.dir/QOSGWidget.cpp.o] 
Error 1
make[1]: *** [examples/osgviewerQT/CMakeFiles/example_osgviewerQT.dir/all] 
Error 2
make: *** [all] Error 2
MacBook-Pro-15-di-Massimo-Di-Stefano:build2 sasha$ 



 Massimo.


Il giorno 08/dic/2009, alle ore 17.30, Robert Osfield ha scritto:

 Hi Massimo,
 
 I've now spotted that you problems were no longer about the quicktime
 plugin... but Qt and WxWindows.  As Stephan mentions these examples
 will be using parts of the OSG/OSX that aren't supported under 64bit
 build.
 
 It should be possible to modify the Qt examples to compile under 64bit
 by avoiding the use of GraphicsWIndowCarbon.  I don't know if
 GrahicsWindowCocoa can be successfully used in it's place but you
 could try.  The other route it not use the GraphicsWindow inheritance
 functionality, and instead use GraphicsWindow embedded or the full
 GraphicsWindow subclass  functionality.
 
 Robert.
 
 On Tue, Dec 8, 2009 at 4:06 PM, Massimo Di Stefano
 massimodisa...@yahoo.it wrote:
 Hi Ronert,
 
 sure i did it
 
 cd trunk
 mkdir build
 ccmake ..
 
 i changed the configuration
 then pressed c to configure
 an g to generate the makefile
 
 in the file CMakeCache.txt i have :
 
 //standard image plugin for os x, options are quicktime, imageio
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio
 
 but the make continue to try to buld quicktime.
 
 Massimo.
 
 Il giorno 08/dic/2009, alle ore 16.41, Robert Osfield ha scritto:
 
 Hi Massimo,
 
 On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
 massimodisa...@yahoo.it wrote:
 Hi,
 
 i applied the change to cmake settings :
 
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
 
 but the error persists, so i make a copy of the quicktime directory and i 
 removed all the files from the original on :
 
 After setting the variable using ccmake you should then press 'c' and
 'g' to configure and then generate the finale makefiles/Xcode
 projects.  If you miss these steps out then you'll still see the
 quicktime plugin building.
 
 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
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Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod

2009-12-08 Thread Vincent Bourdier

Hi Chris,

I actually run across the problem by setting ./ in the databasePath... 
this way it is never overridden.


My actual problem is that I set my pagedLod graph in two passes from two 
different applications, so the second pass set the databasePath and you 
know the end of the story...


Maybe the actual implementation is not an issue, (unless the relative 
path is not a relative one) so do you have an other suggestion on how I 
can ignore the problem ?


Thanks.

Regards,
  Vincent.

Chris 'Xenon' Hanson a écrit :

Vincent Bourdier wrote:
  

As you can see, the DatabasePath appear, and the path set is to the path
where the original osg file is...  so now my PagedLod won't work on a
different PC than mine...



  I have run into this too.

  This is the reason why the osgconv recursion submission I sent it a few weeks 
ago has to
change working directory to the location of the sub-files before it converts 
them.
Otherwise, the hard-coded path gets built into the converted output file, and 
it will no
longer be portable.


  I classify this as a problem in the PagedLOD saver (both IVE and OSG, I 
think), but
I'm hesitant to call it a bug, and I didn't submit a fix for it, because I 
suspected
that it was there for a reason and something I was unaware of might be relying 
on it, so I
just worked around it.

  



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[osg-users] Linking difficulties with C++\CLI

2009-12-08 Thread Frank Sullivan
Hi,

I was wondering is anyone else has had experience with this problem.

I have written a DLL of my own, which is written in C++, and makes heavy use of 
OSG. It is written so that any application that needs to display a scene can 
simply link to this DLL:

OSG -- MyDLL -- App

This works fine, as long as the App is native C++. The App simply links to 
myDLL, and the OSG stuff comes with it.

However, when try to link to MyDLL from a C++\CLI App, I get a whole host of 
linker errors (unresolved external symbols), all referring to the OSG stuff.

If I link my C++\CLI app directly to the OSG libraries, the errors go away. 
However, I am curious as to why it couldn't find the symbols in MyDLL.

I thought that perhaps there was some C++\CLI quirk that prevented those 
symbols from 'carrying over'. To test this, I made two separate DLL projects, 
which I'll just call DLL_A and DLL_B, and tried linking them as follows:

DLL_A -- DLL_B -- C++\CLI App

And this works fine! So it appears to only be a problem with the OSG libraries, 
but I can't seem to figure out what that problem is. If I could, then maybe I 
could figure out how to build them differently.

Note: I am not 100% sure that this is a difference between native and managed 
C++. All I can say for sure is that I've built several native C++ apps that 
link to MyDLL without any problems. This C++\CLI project that I'm having 
trouble with is the first, and only, managed project that I've tried.

Thank you!

Cheers,
Frank

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[osg-users] probem in playing gif with osgdb_gif

2009-12-08 Thread Ren Liwei
Hi,  
   I have a gif animation which plays well in other pic viewer. But when I 
render it in osg with alpha blend on, I get the effect like this [Image: 
http://forum.openscenegraph.org/files/1_193.jpg ] . But when I turn off alpha 
blend, it gose well with the background color.
   And I also find that the first frame of this gif is rendered well like this 
[Image: http://forum.openscenegraph.org/files/2_103.jpg ].
   I think there is something wrong with the alpha value of the other frames of 
the gif file. But why? Is there anything to care when making a gif animation?


Thank you!

Cheers,
Ren[/img]

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Re: [osg-users] probem in playing gif with osgdb_gif

2009-12-08 Thread Martin Scheffler
This looks like only the changes to the last animation frame are displayed. 
When you save a gif from Adobe ImageReady or similar programs, the frames of 
the gif only contain the changes from the last animation frame to reduce image 
size.  Maybe you can fiddle with the gif export settings so that full frames 
are saved.

Martin

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Re: [osg-users] Keep track of screen coordinates of an object

2009-12-08 Thread Martin Aasen
Thanks J-S,

I tried what you explained and got it to work.

Martin

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21131#21131





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