Re: [osg-users] text3d spacing

2009-12-10 Thread Jordi Torres
Hi Nick,

you can use svn log to track down the last changes in any file.

Cheers.

2009/12/9 Trajce Nikolov nikolov.tra...@gmail.com

 Hi

 there are some odd spacings int Arial.ttf with text3d. This thing used to
 work well. Any recent changes in there ?
 Nick

 http://www.linkedin.com/in/tnikolov
 Sent from Gümüşsuyu, İstanbul, Turkey
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Wang Rui
Hi Robert,

I thought you forgot me. XD

 ... this extensions isn't suitalbe to role out as part of the OSG as it's has 
 other established meanings,

I would suggest a name that indicates a 3d scene format, for example,
.osgs or .sgs.

 Second up, ... It doesn't look like it'd be able to handle changes such as 
 removal, additions to or refactoring
 of the classes that the old plugin supports and the new more modern file 
 provides in a modified way.

One idea is that we maintain a unique id for each member of the class,
which will help point out the right reading order. This could be
easily done in .osg plugin and any other ascii-format parsers because
members' names are already declared in file. But for a binary format,
I wonder if these excess ids will make the file clumsy and
large-sized.

A better way is to make use of osgIntrospection, I think, but I'm not
very familiar with it at present.

 My third observation ... To enable ascii support one would have to add a 
 property name as an identifier when reading properties.
 However, one could do this and just ignore it for binary formats.  Perhaps 
 another possibility would be treat each property
 as something that should be wrapped, with class wrappers aggregating the 
 individual property wrappers.

As I just said in the last post, it should be easy to save files in
both binary/ascii format. I would like to rewrite the DataInputStream
and DataOutputStream classes soon to support ascii parsing, as well as
adding property names if necessary.

 Forth thought ... Replacing .ive with .bin would improve things because .bin 
 is simply a better approach with it's more decoupled and
 extensible design, but... even better would be to be able to replace both 
 .osg and .ive with a further evolved .bin.

Emm.. I hope so. :)

 So what steps next... runtime testing... adding support for one other
 NodeKit to test how the plugins can be extended at runtime.  Perhaps
 the core of .bin could be integrated into osgDB like the current .osg
 parsing and have the wrappers provided by the osg, osgText, osgFX
 plugins in the same way as the present wrappers... just maintain the
 two sets of wrappers in side by side subdirectories from each of these
 plugins.

I've already been working on osgposter for weeks and I believe I
nearly see the light now, as well as open up a can of worms... I will
try submit this new example in 1-2 days, which merges osgautocapture
and can automatically select highest LOD levels while rendering hi-res
pictures, for the community to debug and test it better.

After that, I'll be back to improve the new file format, adding
ascii/binary support, loading wrapper libraries automatically, and
prepare to move some functionalities into osgDB if possible. I'm also
interested in a double-precision floating-point compressor named FPC
(http://www.csl.cornell.edu/~burtscher/research/FPC/) and just wonder
if it coule be reimplemented in this plugin. I would like to submit a
new version of .bin plugin next week, and keep on discussing with you
and others with a happy feeling. ;)

Cheers,

Wang Rui
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Re: [osg-users] osgviewer crash

2009-12-10 Thread Thilo Weigel
Hi Robert,

Thank you for your reply!

Probably there is a misunderstanding: osgviewer is not killed all the time. It 
is started once until it crashes by itself. The xterm-script is started in a 
separate terminal and only opens/closes a single plain xterm. osgviewer runs 
fine for quite some time while the script opens and closes an xterm on top of 
the osgviewer fullscreen view. But after a while osgviewer crashes.

The script opens and closes an xterm to simulate opening and closing a Settings 
Window in my application. Once in a while my application crashes after a user 
opened/closed that window. I found that the same thing happens with osgviewer 
and xterm.

I'm ran osgviewer in SingeThreaded mode.

I'd appreciate any further hints,

Thanks,

Thilo



 Hi Thilo,
 
 This is may well be a driver issue.  Killing the app really isn't a
 good way to test things... you can actually get the OSG to
 viewer::run() for a limited number of frames then exit using the env
 var - set OSG_RUN_FRAME_COUNT to something like 10. i.e.
 
  export OSG_RUN_FRAME_COUNT=10
  osgvewer cow.osg
 
 Another route of investigation would be to for the OSG to run single
 threaded by doing:
 
  export OSG_THREADING=SingleThreaded
 
 Then running osgviewer/example.
 
 Whether this will change the behavior, or whether it'd indicate an OSG
 threading bug or X11/GL driver bug I wouldn't be able to say.  What I
 can say is really thrashing the X server/GL driver this way is not
 really testing it in ways that actual users will ever stress your
 application.
 
 Robert.
 
 On Wed, Dec 9, 2009 at 5:18 PM, Thilo Weigel thilo.weigel at web.de wrote:
  Hi,
 
  If I run /usr/bin/osgviewer cow.osg while constantly toggling an xterm
 
 window (using the script below) osgviewer crashes after a while (anything
 between 15 Minutes and 2 hours)
 
  It seems like the crash only occurs in fullscreen mode.
 
  Does this sound familiar to anybody? Is this rather an OSG, OpenGL,
  XServer
 
 or a NVIDIA driver issue?
 
  I'm using
  - OpenSceneGraph 2.8.2
  - One single XScreen
  - NVIDIA driver 185.18.14 (also tried several others including the latest
 
 190.42)
 
  - AntiAliasing Settings 4xMS, Anisotropic Filtering 2x
  - OpenSuse 11.1
  - Icewm WindowManager
  - osgviewer
   - in SingleThreaded mode
   - in Fullscreen mode
 
 
  The script for toggling an xterm window is the following:
 
  #!/bin/bash
  while [ 1 ]
  do
   xterm 
   sleep 1
   /usr/bin/pkill -P $$
   sleep 1
  done
 
 
  The following coredump is generated:
 
  Core was generated by `osgviewer cow.osg'.
  Program terminated with signal 11, Segmentation fault.
  #0  0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1
  (gdb) bt
  #0  0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1
  #1  0x7fbb9c8facf2 in ?? () from /usr/lib64/libGLcore.so.1
  #2  0x7fbb9c8ff29d in ?? () from /usr/lib64/libGLcore.so.1
  #3  0x7fbb9c8ee321 in ?? () from /usr/lib64/libGLcore.so.1
  #4  0x7fbb9ea38813 in ?? () from /usr/lib64/libGL.so.1
  #5  0x7fbb9ea5343e in glXSwapBuffers () from /usr/lib64/libGL.so.1
  #6  0x7fbb9f54691b in
 
 osgViewer::GraphicsWindowX11::swapBuffersImplementation() () from
 /usr/lib64/libosgViewer.so.55
 
  #7  0x7fbba01444a9 in osg::GraphicsContext::swapBuffers() () from
 
 /usr/lib64/libosg.so.55
 
  #8  0x7fbb9f53d60d in osgViewer::ViewerBase::renderingTraversals() ()
 
 from /usr/lib64/libosgViewer.so.55
 
  #9  0x7fbb9f53b771 in osgViewer::ViewerBase::run() () from
 
 /usr/lib64/libosgViewer.so.55
 
  #10 0x00403a37 in main ()
 
 
  Thank you for any hints!
 
  Cheers,
 
  Thilo
 

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Mourad Boufarguine
Hi Stefan,

Commenting the line _vertices-unref(); (line 276 in VertexGeometry.cpp),
seems to solve the problem for me. I think you do not need to unreference
_vertices manually.
Besides that, I got some weird behaviour with some examples using multiple
screens, calling _viewer-setUpViewOnSingleScreen(0) in the constructor of
sx::Scene seems to solve this.

Regards,
Mourad

On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett
s.d.hamm...@googlemail.comwrote:

 2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com

 On 12/10/2009 12:00 AM, Andreas Goebel wrote:
  Hi,
  you get heap corruption on windows if (not only if, but if) you mix
  different system libraries, static runtime and dynamic runtime, or debug
  dlls and release dlls.

   You can get it that way too.

  Make really sure that your release build uses release libraries only,
  and vice versa.

   Usually the linker will yell and scream at you if you try to do this, so
 it usually
 doesn't happen accidentally and without the programmer knowing.


 No it doesn't, symbol mangling isn't different between debug/release
 builds.
 (though that might be a handy option)

 You won't get linker errors unless you've got methods or functions
 deffed in/out depending on your build config.

 Maybe we should add some funcs to the OSG libs, based on the config
 to stop beginners accidentally mixing builds.

 Mind you the error message from mixing release/builds is different
 from the OPs screen shot. It usually says something about a memory
 block not being in the heap.

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Re: [osg-users] Gecko Plugins

2009-12-10 Thread Robert Osfield
Hi GuiYe,

You'll need xulrunner-1.8 to compile the llmozlib2 as it doesn't work
with later versions of xulrunner - as Mozilla changed the API in ways
that make porting difficult.  llmozlib has now abandoned the gecko
based approach and adopted QtWebKit instead.

Our gecko plugin which embeds llmozlib2 also has the same constraints,
and problems.  gecko turned out to be pretty poor solution for
embedding, so I have also abandoned this path.

Much more viable long term solution is to adopt QtWebKit, and the
osgQtbrowser illustrates this in action.  This route is the future for
embedded browser support in the OSG.

Robert,

2009/12/10 GuiYe guiy...@163.com:

   Hello!
   Who can tell me how to compile the plugins of gecko!I download
 xulrunner-1.9.en-US.win32.sdk.zip,but it can't compile right:
 llembeddedbrowser.cpp
 f:\web\llmozlib2\llembeddedbrowser.cpp(227) : error C2039: 'Create' : is not
 a member of 'nsIAppShell'

 f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29)
 : see declaration of 'nsIAppShell'
 f:\web\llmozlib2\llembeddedbrowser.cpp(228) : error C2039: 'Spinup' : is not
 a member of 'nsIAppShell'

 f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29)
 : see declaration of 'nsIAppShell'
 f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C2059: syntax error :
 ','
 f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C3861: 'NS_STATIC_CAST':
 identifier not found
 llembeddedbrowserwindow.cpp
 f:\web\llmozlib2\llembeddedbrowserwindow.cpp(64) : fatal error C1083: Cannot
 open include file: 'nsICaret.h': No such file or directory
   What should I do?
   Thank you !



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

2009-12-10 Thread Robert Osfield
Hi Nick,

On Thu, Dec 10, 2009 at 8:42 AM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 all compiles good, VS2005, Windows7, NVIDIA GeForce GTX 260. I went thru the
 allexamples and I found two of them not working:
 - osgstereoimage (the image showed on the first frame and dissapeared)

Curious... It works for me under linux.  Do you see any errors
reported?  This is a pretty simple example so I'm surprised it's
failing.  Perhaps the shader I introduced to convert the colour into
grey scale is failing.  Could you try:

 osgstereoimage --stereo HORIZONTAL_SPLIT

Does this result in a split window?

 - osgtext3d (the spacing between the characters is busted and something
 wrong with the material and the normals)

Ouch... osgtext3D does something odd for me too.  I must have broken
something when doing the OpenGLES port.

Robert.
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[osg-users] animating colours using VBOs

2009-12-10 Thread J.P. Delport

Hi all,

I'm searching for an optimised solution for the following:

Assume I have a line represented by, make it 1 points. The vertices 
are stored in an array and are fixed. I have different colours for all 
the points. Now I want to animate the colours. E.g. I want to treat 
the colour array as a circular buffer and just move all the colours one 
step over. Obviously  I can do it by manipulating the array, but then 
the whole array must be uploaded to the GPU again.


I've thought about making a colour array twice the size of the number of 
vertices and then telling OpenGL to start picking colours from a point 
in this array, but I don't know how to tell OSG this is what I want. 
osg::Geometry seems to default to the start of the array for drawing.


Is there a way to do this in OSG without making my own drawImplementation?

regards
jp

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Re: [osg-users] osgviewer crash

2009-12-10 Thread Robert Osfield
Hi Thilo,

So from your description it sounds like osgviewer cow.osg crashes
all by itself if left alone long enough, even in SingleThread mode.
This is about as simple an OSG stress test as you could get.

When I do big stress tests I tend run the OSG running overnight
running on a large paged database, which stresses the threading,
driver and memory and haven't seen crashes for a long time - it just
keeps on running till I close it.

Given that you are doing such a simple test and it's failing, and
others aren't reporting similar problems, I would suspect the window
manager/driver.  One thing you could look at is how much memory the
app is using - is it stable or growing?  Another would be to make sure
vsync is on and any desktop compositing is off - these should lower
the load on the system.  Also try another machine/window
manager/graphics hardware/driver - right now this is what I would
suspect as the cause of the problem.

Robert.

On Thu, Dec 10, 2009 at 9:14 AM, Thilo Weigel thilo.wei...@web.de wrote:
 Hi Robert,

 Thank you for your reply!

 Probably there is a misunderstanding: osgviewer is not killed all the time. 
 It is started once until it crashes by itself. The xterm-script is started 
 in a separate terminal and only opens/closes a single plain xterm. osgviewer 
 runs fine for quite some time while the script opens and closes an xterm on 
 top of the osgviewer fullscreen view. But after a while osgviewer crashes.

 The script opens and closes an xterm to simulate opening and closing a 
 Settings Window in my application. Once in a while my application crashes 
 after a user opened/closed that window. I found that the same thing happens 
 with osgviewer and xterm.

 I'm ran osgviewer in SingeThreaded mode.

 I'd appreciate any further hints,

 Thanks,

 Thilo



 Hi Thilo,

 This is may well be a driver issue.  Killing the app really isn't a
 good way to test things... you can actually get the OSG to
 viewer::run() for a limited number of frames then exit using the env
 var - set OSG_RUN_FRAME_COUNT to something like 10. i.e.

  export OSG_RUN_FRAME_COUNT=10
  osgvewer cow.osg

 Another route of investigation would be to for the OSG to run single
 threaded by doing:

  export OSG_THREADING=SingleThreaded

 Then running osgviewer/example.

 Whether this will change the behavior, or whether it'd indicate an OSG
 threading bug or X11/GL driver bug I wouldn't be able to say.  What I
 can say is really thrashing the X server/GL driver this way is not
 really testing it in ways that actual users will ever stress your
 application.

 Robert.

 On Wed, Dec 9, 2009 at 5:18 PM, Thilo Weigel thilo.weigel at web.de wrote:
  Hi,
 
  If I run /usr/bin/osgviewer cow.osg while constantly toggling an xterm

 window (using the script below) osgviewer crashes after a while (anything
 between 15 Minutes and 2 hours)

  It seems like the crash only occurs in fullscreen mode.
 
  Does this sound familiar to anybody? Is this rather an OSG, OpenGL,
  XServer

 or a NVIDIA driver issue?

  I'm using
  - OpenSceneGraph 2.8.2
  - One single XScreen
  - NVIDIA driver 185.18.14 (also tried several others including the latest

 190.42)

  - AntiAliasing Settings 4xMS, Anisotropic Filtering 2x
  - OpenSuse 11.1
  - Icewm WindowManager
  - osgviewer
   - in SingleThreaded mode
   - in Fullscreen mode
 
 
  The script for toggling an xterm window is the following:
 
  #!/bin/bash
  while [ 1 ]
  do
   xterm 
   sleep 1
   /usr/bin/pkill -P $$
   sleep 1
  done
 
 
  The following coredump is generated:
 
  Core was generated by `osgviewer cow.osg'.
  Program terminated with signal 11, Segmentation fault.
  #0  0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1
  (gdb) bt
  #0  0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1
  #1  0x7fbb9c8facf2 in ?? () from /usr/lib64/libGLcore.so.1
  #2  0x7fbb9c8ff29d in ?? () from /usr/lib64/libGLcore.so.1
  #3  0x7fbb9c8ee321 in ?? () from /usr/lib64/libGLcore.so.1
  #4  0x7fbb9ea38813 in ?? () from /usr/lib64/libGL.so.1
  #5  0x7fbb9ea5343e in glXSwapBuffers () from /usr/lib64/libGL.so.1
  #6  0x7fbb9f54691b in

 osgViewer::GraphicsWindowX11::swapBuffersImplementation() () from
 /usr/lib64/libosgViewer.so.55

  #7  0x7fbba01444a9 in osg::GraphicsContext::swapBuffers() () from

 /usr/lib64/libosg.so.55

  #8  0x7fbb9f53d60d in osgViewer::ViewerBase::renderingTraversals() ()

 from /usr/lib64/libosgViewer.so.55

  #9  0x7fbb9f53b771 in osgViewer::ViewerBase::run() () from

 /usr/lib64/libosgViewer.so.55

  #10 0x00403a37 in main ()
 
 
  Thank you for any hints!
 
  Cheers,
 
  Thilo


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Re: [osg-users] animating colours using VBOs

2009-12-10 Thread Robert Osfield
Hi J.P.

The way I'd tackle this would be to have a 1D texture that contains
all the colours, then set up the tex coords on the points so that they
pull the appropriate colour in, then use a texture matrix to update
the tex coords values and to create the animation.  Setting the
filtering to nearest will ensure that you don't get smoothly gradating
colours.   The advantage of this technique is that you don't change
any data except a single matrix.

Robert.

On Thu, Dec 10, 2009 at 10:01 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi all,

 I'm searching for an optimised solution for the following:

 Assume I have a line represented by, make it 1 points. The vertices are
 stored in an array and are fixed. I have different colours for all the
 points. Now I want to animate the colours. E.g. I want to treat the colour
 array as a circular buffer and just move all the colours one step over.
 Obviously  I can do it by manipulating the array, but then the whole array
 must be uploaded to the GPU again.

 I've thought about making a colour array twice the size of the number of
 vertices and then telling OpenGL to start picking colours from a point in
 this array, but I don't know how to tell OSG this is what I want.
 osg::Geometry seems to default to the start of the array for drawing.

 Is there a way to do this in OSG without making my own drawImplementation?

 regards
 jp

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Re: [osg-users] animating colours using VBOs

2009-12-10 Thread J.P. Delport

Hi Robert,

Robert Osfield wrote:

Hi J.P.

The way I'd tackle this would be to have a 1D texture that contains
all the colours, then set up the tex coords on the points so that they
pull the appropriate colour in, then use a texture matrix to update
the tex coords values and to create the animation.  Setting the
filtering to nearest will ensure that you don't get smoothly gradating
colours.   The advantage of this technique is that you don't change
any data except a single matrix.


Cool idea, thanks.
jp


Robert.

On Thu, Dec 10, 2009 at 10:01 AM, J.P. Delport jpdelp...@csir.co.za wrote:

Hi all,

I'm searching for an optimised solution for the following:

Assume I have a line represented by, make it 1 points. The vertices are
stored in an array and are fixed. I have different colours for all the
points. Now I want to animate the colours. E.g. I want to treat the colour
array as a circular buffer and just move all the colours one step over.
Obviously  I can do it by manipulating the array, but then the whole array
must be uploaded to the GPU again.

I've thought about making a colour array twice the size of the number of
vertices and then telling OpenGL to start picking colours from a point in
this array, but I don't know how to tell OSG this is what I want.
osg::Geometry seems to default to the start of the array for drawing.

Is there a way to do this in OSG without making my own drawImplementation?

regards
jp

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

2009-12-10 Thread Trajce Nikolov
Hi Robert,

osgstereoimage with the arguments below do the same. I am wondering if this
is Windows7 issue. What I am experiencing with all the examples is I had to
reactivate the window with ALT+TAB, otherwise is black blank.

Nick

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

On Thu, Dec 10, 2009 at 11:51 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Thu, Dec 10, 2009 at 8:42 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:
  all compiles good, VS2005, Windows7, NVIDIA GeForce GTX 260. I went thru
 the
  allexamples and I found two of them not working:
  - osgstereoimage (the image showed on the first frame and dissapeared)

 Curious... It works for me under linux.  Do you see any errors
 reported?  This is a pretty simple example so I'm surprised it's
 failing.  Perhaps the shader I introduced to convert the colour into
 grey scale is failing.  Could you try:

  osgstereoimage --stereo HORIZONTAL_SPLIT

 Does this result in a split window?

  - osgtext3d (the spacing between the characters is busted and something
  wrong with the material and the normals)

 Ouch... osgtext3D does something odd for me too.  I must have broken
 something when doing the OpenGLES port.

 Robert.
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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Sebastien Nerig
Hi Art, thx for your answer

Sure you can know what the host application is doing, and unfortunately neither 
am I ... But I am trying to understant what is modified by the application, 
that's why I need some help... 

I have check in debug mode the run time passes throught the Unit::traverse 
methode. So I guess osgPPU is not disable.

I did what you suggest, and I have a black screen, like there was no root. I 
have one question about your graph, did you mean that the main camera node has 
2 children : the osgPPU processor and the custom FBO camera with your graph ?
I have set the FBO camera with RELATIVE_RF transform and I didnt set the view 
and projection matrices. I guess the view matrix will be update by its parent 
and osgPPU will set the projection matrix with a 2 projection. Am I right ?


Thank you!

Cheers,
Sebastien

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Re: [osg-users] [vpb] Integration of roads

2009-12-10 Thread Martin Aasen
Hi Chris,

Do you mean that VPB now uses a regularly gridded mesh which I would have to 
convert into a TIN in order to use osgTDS? Can I configure VPB to output in the 
“old way” so I can use osgTDS on the generated mesh? I see I can give the 
following options, but don’t know if any of them will have an effect in this 
case:

Output:
--HEIGHT_FIELD: Create a height field database 
--POLYGONAL: Create a height field database (default) 
--TERRAIN: Create a osgTerrain::Terrain database

What you have done sounds interesting! Too bad you can’t release it (at least 
yet). I guess the process of merging the roads with the terrain would be 
offline if done on the CPU, I don’t see why it shouldn’t be..? 

I have also thought of marking the triangles in the terrain skin that are cut 
by a road, so they can be subdivided and flattened in a geometry shader. The 
marking could for example be done by clever use of texture coordinates, and 
distances to the closest point on the road relative to each of the affected 
vertices stored in textures. Any thoughts on this? I really don’t know if it is 
feasible. The good thing is that if it works you don’t need to make changes to 
VPB or the database, jus run a pre-processing step to generate the texture 
coordinates and textures.

Martin

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Re: [osg-users] text3d spacing

2009-12-10 Thread Robert Osfield
Hi Nick,

On Wed, Dec 9, 2009 at 5:26 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
 there are some odd spacings int Arial.ttf with text3d. This thing used to
 work well. Any recent changes in there ?

I've just tracked the problem down a bug in the new code for
positioning the characters - it's multiplying the position matrix in
accumulative way causing the the characters to speed off the screen...

I'm current working out how to refactor the code to avoid this.

Robert.
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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Art Tevs
Hi Sebastian,



seb wrote:
 
 I did what you suggest, and I have a black screen, like there was no root. I 
 have one question about your graph, did you mean that the main camera node 
 has 2 children : the osgPPU processor and the custom FBO camera with your 
 graph ?
 

Have you tried just to remove osgPPU completly and set the main camera's 
implementation to FBO. This should give you also black screen. Or did you tried 
to make the graph, I proposed to you?

Yes, I mean that the main root node has two children. One is the slave camera 
and another one is the ppu's processor.  The slave camera has to be used by the 
processor through setCamera(). Try it first in your application before going to 
the host application.


 
 I have set the FBO camera with RELATIVE_RF transform and I didnt set the view 
 and projection matrices. I guess the view matrix will be update by its parent 
 and osgPPU will set the projection matrix with a 2 projection. Am I right ?
 

osgPPU didn't change anything within your camera, it just uses camera's texture 
as input nothing else. So you have to setup your projection matrices by your 
self. With RELATIVE_RF only the view matrix should be updated. 

art

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Re: [osg-users] [vpb] Integration of roads

2009-12-10 Thread Robert Osfield
Hi Martin,

By default VPB now creates osgTerrain::TerrainTile's with regular
HeightFieldLayer for the elevation.  Are runtime this height field is
then converted using the osgTerrain::GeometryTechnique into a standard
osg::Geometry + osg::StateSet combination, so it does end up being a
triangle mesh for rendering purposes.

Which osgTerrain right now only has one technique for converting the
TerrainTile into render-able forms the NodeKit can be extended easily
to have new techniques.  The issue of data storage and terrain
technique used for rendering is deliberately decoupled to allow you to
build the data and control the rendering separately.  This capability
leaves the door open to implementing a terrain technique that has a
more sophisticated tessellation technique that uses extra constraints
when building the final mesh.

It has been my plan that osgTerrain would eventually provide both the
a data structure hooks to add these extra constraints - such as points
of interest + boundary lines, and then have the technique for
tessellating these against the height fields.  This is not a trivial
amount of work, but it'd be the next progression of osgTerrain.

Once osgTerrain has this capability then it'd be just a case of
getting VPB to add the constraints in a appropriate way to the tiles.

Robert.
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Re: [osg-users] text3d spacing

2009-12-10 Thread Robert Osfield
Hi Nick,

On Thu, Dec 10, 2009 at 10:56 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 I'm current working out how to refactor the code to avoid this.

I've just checked into svn/trunk a fix for this issue.

Robert.
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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Sebastien Nerig
Hi Art,

With the graph you propose, I have the back screen, I have checked and the 
scene graph is correct, I didn't forget to attach any nodes, so I do not 
understand.

By modifying directly the main camera,I did it too, and I have the scene with 
no osgPPU (no resambled scene) like I explained on my 1st post.
I have checked too in the debut mode, and the camera has still the 
FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see in 
debug mode that the main camera holds pre and post render callback, do you 
think these functions may interfer with osgPPU ?

Well I really appreciate your help but I begin to think it is impossible to 
guess what the host application is doing without the code or any 
documentations. 

Sebastien

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[osg-users] Stereo and Non-Stereo Viewer in Same Application

2009-12-10 Thread Teodor Hanchevici
Hi all,

is it possible to have two viewers in the same OSG application, one that 
displays stereo the other one that does not? 

osg::DisplaySettings::instance is a singleton so it will affect all viewers I 
am adding to the composite viewer.

Thank you!

Cheers,
Calin

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Re: [osg-users] Stereo and Non-Stereo Viewer in Same Application

2009-12-10 Thread Robert Osfield
Hi Calin,

You can assign a separate DisplaySettings, using
View.setDisplaySettings() to each View(er) that will override the
default of using the osg::DisplaySettings::instance(), you'll need to
do this prior to the viewer.realize() to make sure that the settings
get used in context creation and renderer setup.

If you do have two Views in your scene I would recommend that you
using a single CompositeViewer with two Views rather than try to
manage two viewers.

Robert.

On Thu, Dec 10, 2009 at 1:48 PM, Teodor Hanchevici
calin.hanchev...@gmail.com wrote:
 Hi all,

 is it possible to have two viewers in the same OSG application, one that 
 displays stereo the other one that does not?

 osg::DisplaySettings::instance is a singleton so it will affect all viewers I 
 am adding to the composite viewer.

 Thank you!

 Cheers,
 Calin

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

2009-12-10 Thread Vincent Bourdier

Hi Robert,

I understand the non-black-list behavior, this is a very good thing.
I don't have time to spend on a new Registry::ReadFileCallback ... so I 
will use an other way.


I just run some tests using dataBasePath to ./ because the tree file 
and the Lods files are in the same path.
It works well if the .exe which load the tree is in the same path... If 
it is not, the tree loads but the DataBasePager
don't find any files... You said the path is relative to the parent... 
so if I understood you well, it may works...


Am I wrong ?

Thanks.

Regards,
  Vincent.


Robert Osfield a écrit :

HI Vincent,

PagedLOD does repeated request tiles on each frame till the request is
served or camera moves away and the PagedLOD child is no longer
needed.  Normally this overhead is not a significant factor, but if
you have hundreds of such failing requests on each frame I can see
that this might take longer.  The DatabasePager deliberately doesn't
black list as it has no way of knowing if the failure is just
temporary or not - for instance a temporary drop in http connection
isn't something you'd want to effect you app for the life of it.

If you wanted to black list this files yourself you could write a
Registry::ReadFileCallback that catches failed attempts to read files
and then stores the filename in a black list that it checks against in
future attempts to read files.

Robert.

On Wed, Dec 9, 2009 at 3:55 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

Hi Robert,

Thanks for the answer, for the moment I don't have any piece of time to
spend on that, so I just set
databasePath myself.

I have a last question :
If a graph, containing thousands of pagedLod nodes is loaded, but some
pagedLod nodes can't find their
children because the file do not exist... Will the render loop be affected
because the loader thread is trying
again and again to load theses files ?
I get a scenegraph like that, and the loading time is very very slow... but
I know there are about 3000 files missing
(on a 30 000 files graph) but I just would have a confirmation because it
needs a lot of time to arrange the graph to remove
the inexistent children.

Thanks for your help.

Regards,
 Vincent

Robert Osfield a écrit :


HI Vincent,

On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:

  

So, why the path is not relative ? I understand the behavior, but the
path
is not a relative path so it can't work as you described it.



The child will be stored relative to the parent, and the path should
reflect this even in it's absolute form.  There is a little twist in
this in that the OSG has to cope with paged databases being pulled in
from http and then cached on the local disk, so the parents might be
loaded from the local disk, but the children haven't been downloaded
and cached yet so still sit on the http path, so you have to use the
http paths in the DatabasePath to be able to retreive them.  The
osgDB::FileCache automatically remaps http files that have been cached
so it's still is able to find them, and also their children that
aren't local.

All this functionality is there inbuilt into PagedLOD + osgDB, as is
managed automatically, while complex the intention is to hide this
complexity from users.  If you want to start digging into the the low
level side of this functionality then you'll need to accept you'll
need to learn about the ins and outs of how it all works.

Robert.

  

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Jean-Sébastien Guay

Hi Chris,


  Usually the linker will yell and scream at you if you try to do this, so it 
usually
doesn't happen accidentally and without the programmer knowing.


I'm curious when you've seen the linker scream about mixing debug and 
release DLLs... I've seen plenty of users do it by mistake and the 
linker never said a thing, except when mixing the dynamic and static C 
runtimes. When mixing debug and release (both using the dynamic runtime, 
for example) the linker says nothing.


That's why it's so easy to do, but nevertheless it will lead to bad 
behavior, crashes, etc.


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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-10 Thread Trajce Nikolov
Congrats!

Robert, just one question.

  4. Shader composition support integrated into the core scene graph.

Could you please give some thoughts on this, timeframe etc?
Nick

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

On Thu, Dec 10, 2009 at 3:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 I've just tagged OpenSceneGraph-2.9.6 developer release, wrapping up
 the most significant bump in OpenSceneGraph functionality and
 portability for many years.  The key deliverables in this dev release
 are:

  OpenGL ES 1.1 support
  OpenGL ES 2.0 support
  OpenGL 3.x support

  Texture object and Buffer object pools for tightly controlling GPU +
 GL driver memory usage.

   Updated 3DS plugin now with support for writing .3ds files.

   Http support in present3D to allow online presentations to by
 browsed directly.

   Refactored osgManipulator to make it easier to control a wide range
 of objects in the scene.

   A range of improvements to osgAnimation.

   New osgQtbrowser example that integrates QWebKit with the OSG to
 provide an embedded 3d web browser.

   New direcshow plugin for reading video under windows.

   New FBX plugin.

   Many bug fixes!

 And lots more, if I missed something significant please write about in
 this thread ;-)

 I've included, at the bottom of this post, the automatically generated
 ChangeLog since 2.9.5 for those wanting to check every single change
 checked in.

 To obtain the sourec code for OpenSceneGraph-2.9.6 use:

   source package :

 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.9.6.zip
   svn tag: svn co

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.6

 Now that 2.9.6 is out, my plan is to start making dev releases more
 regularly once more, and start working on converging the code base
 towards the next stable release, that will likely be
 OpenSceneGraph-2.10 or 3.0 depending on timing and completion of a few
 outstanding features that would be great to have in a 3.0.

 My short list for remaining features to developed for 3.0 are:

   1. IPhone support
   2. osgViewer::GraphicsWindowEGL support under Windows
   3. osgViewer::GraphicsWindowX11 support for OpenGL3.x
   4. Shader composition support integrated into the core scene graph.
   5. Fixed function StateAttribute/ shader StateAttribute coupling to
 allow more seamless integration across GL targets

 The first item above we already have Thomas working on, and he's
 provided a list of changes that I haven't yet integrated into 2.9.6,
 but once we've done a bit more refinement on them we should have
 Iphone support checked in pretty soon.

 The second and third items are ideal items to be picked up by members
 of the community and should be relatively straight forward to
 complete.

 The fourth and fifth items are more intrusive and challenging in
 nature, and will require plenty of discussion in the community as well
 some quality thinking time from myself and others willing to stick
 their neck out on bleeding edge scene graph design ;-)

 Many thanks for everyone who's contributed to and help test 2.9.6.

 Robert Osfield.
 Project Lead, 10th December 2009.


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

2009-12-10 Thread Jean-Sébastien Guay

Hi Nick,


- osgstereoimage (the image showed on the first frame and dissapeared)


I assume you have two or more monitors? This is the multi-screen 
fullscreen bug that others have reported lately on the list when running 
on Windows. For some reason, recent versions of OSG when running 
fullscreen on multiple screens will display one or two frames, then 
everything goes black.


Try this:

set OSG_SCREEN=0
osgstereoimage

or this:

set OSG_WINDOW=50 50 1024 768
osgstereoimage

You'll see it then works fine. Running osgviewer cow.osg on both screens 
doesn't reproduce the issue, so that should at least point to something 
in the osgstereoimage example (or something used in that example and 
perhaps others).


We should really investigate this issue. See

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52706

And also related:

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52386

I see these same issues on Windows Vista 32 bit at work, and on Windows 
7 64 bit at home, both with nVidia cards. I'll see if I can put aside 
some time to check this out. Others are welcome to do the same of course.


J-S
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Re: [osg-users] Stereo and Non-Stereo Viewer in Same Application

2009-12-10 Thread Teodor Hanchevici
Thank you! This did the trick

Cheers,
Calin

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

2009-12-10 Thread Trajce Nikolov
Hi J-S,

set OSG_SCREEN=0
osgstereoimage

This actually helped. Works now. And yes, I am on dual screen machine

Nick

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

On Thu, Dec 10, 2009 at 4:29 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  - osgstereoimage (the image showed on the first frame and dissapeared)


 I assume you have two or more monitors? This is the multi-screen fullscreen
 bug that others have reported lately on the list when running on Windows.
 For some reason, recent versions of OSG when running fullscreen on multiple
 screens will display one or two frames, then everything goes black.

 Try this:

 set OSG_SCREEN=0
 osgstereoimage

 or this:

 set OSG_WINDOW=50 50 1024 768
 osgstereoimage

 You'll see it then works fine. Running osgviewer cow.osg on both screens
 doesn't reproduce the issue, so that should at least point to something in
 the osgstereoimage example (or something used in that example and perhaps
 others).

 We should really investigate this issue. See

 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52706

 And also related:

 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52386

 I see these same issues on Windows Vista 32 bit at work, and on Windows 7
 64 bit at home, both with nVidia cards. I'll see if I can put aside some
 time to check this out. Others are welcome to do the same of course.

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

2009-12-10 Thread Jean-Sébastien Guay

Hi Nick,


set OSG_SCREEN=0
osgstereoimage

This actually helped. Works now. And yes, I am on dual screen machine


So that confirms that it's probably a widespread issue. As I said, I'll 
try to make some time to get to the bottom of it.


Thanks for testing,

J-S
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Re: [osg-users] Frame Count/Threading Models

2009-12-10 Thread paul1492
Any idea why glXWaitVideoSyncSGI() doesn't seem to work (see 1st paragraph 
below) or whyc glXQueryFrameCountNV() seems to take a long time to execute 
(i.e. upwards of 12ms just to do this call). Are others having trouble with 
either of these. I updated my NVIDIA driver to 190.42 and that didn't help any.

Paul P.

- Original Message 
From: paul1...@yahoo.com paul1...@yahoo.com
To: osg-users@lists.openscenegraph.org
Sent: Wed, November 4, 2009 9:20:40 AM
Subject: [osg-users] Frame Count/Threading Models

I was using glXWaitVideoSyncSGI() in a Pre Draw Callback (the place I need it 
to be) to get the current Frame Count from the video card. I've recently found 
out that this Frame Count number from this function can be incorrect when I'm 
reading textures from the GPU to the CPU or writing textures from the CPU to 
the GPU. In particular, I would see about 100ms between calls to 
glXWaitVideoSyncSGI but the frame counter returned would either be consecutive 
(i.e. no missed frames) or skipping one number (i.e. one missed frame). I'm 
running at 60 Hz (16ms frames).

Therefore, I'm now trying to use glXQueryFrameCountNV() (I have G-SYNC II card 
and have enabled Frame Lock). It would appear I need to call this when I have a 
valid Graphics Context. I assume this isn't normally the case in a 
PreDrawCallback.  I've had to do this in the PreDrawCallback:
    if (camera.getGraphicsContext() 
    camera.getGraphicsContext()-valid() 
    camera.getGraphicsContext()-isRealized())
    {
    osg::GraphicsContext* gc = 
const_castosg::GraphicsContext*(camera.getGraphicsContext());
    gc-makeCurrent();
    }
followed by my call to glXQueryFrameCountNV().

However, to make this work, I've had to set my osgViewer's threading model to 
SingleThreaded. If I don't do this I usually see a Xlib: unexpected async 
reply (sequence 0x6a)! message followed by a segmentation fault.

What am I doing wrong? Is there some better way to do something in a valid 
graphics context when not in a draw callback?

Paul P.


      
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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-10 Thread Robert Osfield
Hi Nick,

On Thu, Dec 10, 2009 at 2:30 PM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
   4. Shader composition support integrated into the core scene graph.
 Could you please give some thoughts on this, timeframe etc?

I'll not go into details here as there other threads from the last
couple of months that go into the topic in quite a lot of depth.  I
have also done more thinking on the topic but don't yet have concrete
enough ideas to convey, so I'll not add any more.  Have a search for
shader composition, osgvirtualprogram and ShaderGen in the archives
for more info.

In terms of timeframe - now that 0.9.6 is out of the way one of my
main focuses will be shader composition, how long it'll take to
design, implement and test is hard to say, as it's really is bleeding
edge scene graph development.  My hope is that it won't take much more
than two to four weeks dev work to complete.  It'd be rather
optimistic to expect any by the end of this month though given I have
other community tasks ongoing.

Robert.
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Re: [osg-users] Frame Count/Threading Models

2009-12-10 Thread Robert Osfield
Hi Paul,

On Thu, Dec 10, 2009 at 2:55 PM,  paul1...@yahoo.com wrote:
 Any idea why glXWaitVideoSyncSGI() doesn't seem to work (see 1st paragraph 
 below) or whyc glXQueryFrameCountNV() seems to take a long time to execute 
 (i.e. upwards of 12ms just to do this call). Are others having trouble with 
 either of these. I updated my NVIDIA driver to 190.42 and that didn't help 
 any.

I haven't personally tried using either function so your more
experienced with them than I.

Robert.
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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-10 Thread Jean-Sébastien Guay

Hi Robert,

Excellent work to all who contributed, but especially to you since most 
of the grunt work on the big features (ports, texture pools) was done by 
you. I hope you're taking a bit of time to relax now before diving into 
something else...


One quick question, given the amount of new features and the major step 
ahead that the ports to GLES and GL3 represent, will the next stable 
version be 3.0 or are you still aiming to make it 2.10? Personally I'd 
say these developments are at least as important as the osgViewer stuff 
that were in OSG 2.0 (as opposed to 1.4)...


J-S
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-10 Thread Robert Osfield
Hi J-S,

On Thu, Dec 10, 2009 at 3:47 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Excellent work to all who contributed, but especially to you since most of
 the grunt work on the big features (ports, texture pools) was done by you. I
 hope you're taking a bit of time to relax now before diving into something
 else...

Oh I'm already taking it pretty easy, I've just came back from a quick
run taking in some of the gentle afternoon winter sunshine that is
blessing Scotland right now ;-)

 One quick question, given the amount of new features and the major step
 ahead that the ports to GLES and GL3 represent, will the next stable version
 be 3.0 or are you still aiming to make it 2.10? Personally I'd say these
 developments are at least as important as the osgViewer stuff that were in
 OSG 2.0 (as opposed to 1.4)...

The GLES and GL3 support are major feature additions that really do
deserve an 3.0 label, although API wise it's not actually a big step
for most users (less that OSG-1.x to 2.x), the capabilities of porting
to new embedded platforms is new beginning for us, entering the OSG
and it's users into a new markets.

Originally I had thought that the move to support GLES and GL3 would
require major changes to the public API of the OSG, but in the end
it's turned out not to be the case at all, in fact it will possible to
have binary compatibility between GLES1.1, GLES2.0, GL1/GL2 and GL3
versions of the OSG.  Right now we almost have binary compatibility,
it's just a couple of inline functions that are limiting this and my
plan is refactor the code that use them to enable full binary
compatibility between the different targets.  What the end user
applications do is another topic to discuss, as at present one has to
create different scene graphs for the different targets.  This is
where item 5 in my list would come in useful:

5. Fixed function StateAttribute/ shader StateAttribute coupling to
allow more seamless integration across GL targets

In an ideal world we'd be able to get to the point where one just
links to a different .so/.dll at runtime to get support for GLES or
GL3 or GL1/2, and have things just work. There are limits to just how
seamless you'll be able to make it for the app developer, but with
relatively straight forward apps I'm pretty optimistic.

Robert.
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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-10 Thread Robert Osfield
I wrote:
 My short list for remaining features to developed for 3.0 are:

   1. IPhone support
   2. osgViewer::GraphicsWindowEGL support under Windows
   3. osgViewer::GraphicsWindowX11 support for OpenGL3.x
   4. Shader composition support integrated into the core scene graph.
   5. Fixed function StateAttribute/ shader StateAttribute coupling to
   allow more seamless integration across GL targets

I'll also like to add:

 6.  new dual binary/ascii format that replace the existing .osg and
.ive plugins as the default native formats.

Members of the community are welcome to chip with their own
suggestions of additions, but be prepared to the one to develop
such features ;-)

Cheers,
Robert.
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[osg-users] [VPB] VPB FindOSG.cmake

2009-12-10 Thread Sukender
Hi Robert  all,

On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails when 
trying to locate OSG, because of EXEC_PROGRAM().
I tried adding ${OSG_BUILD_DIR} as working directory but it fails too. I 
tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still fails but 
at least I don't have tons of error messages.
Already encountered something like this (did not manage to find an answer in 
archives)? Is there a way to fix that? Any idea?
Thanks.


FYI, in my lightweight engine, I've adopted another kind of solution: when I 
configure the project, it creates a CMakeMarker.txt with some values in it. 
This file is installed alongside headers. The corresponding finder then locates 
the file at the same time it locates headers and the parses it to get values 
reflecting the configuration. I think it's less error prone than launching an 
executable, but drawbacks are:
- It's tied to CMake (even if it's clear text and can be read elsewhere)
- If you change the data in the file, then you must change finders, and ensure 
finders can handle older versions.
The system is not very complete yet, and may be extended to store name, 
values pairs for instance.
Do you think this may be useful for OSG?


Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Roger James




Jean-Sbastien Guay wrote:
Hi
Chris,
  
  
   Usually the linker will yell and scream at
you if you try to do this, so it usually

doesn't happen accidentally and without the programmer knowing.

  
  
I'm curious when you've seen the linker scream about mixing debug and
release DLLs... I've seen plenty of users do it by mistake and the
linker never said a thing, except when mixing the dynamic and static C
runtimes. When mixing debug and release (both using the dynamic
runtime, for example) the linker says nothing.
  
  
That's why it's so easy to do, but nevertheless it will lead to bad
behavior, crashes, etc.
  

It is usually more of muted cough than a scream, and is often a warning
referring to conflicting default libraries. If the least significant
bits of the address of the corruption remain the same then you can
track it down it down with a data breakpoint. Because of heap
randomisation you need to work out what the base address of the heap is
for each run and recalculate the address of the breakpoint each time.
If you use an absolute address "0xabcd etc" and make sure it is one
of the first four breakpoints then a hardware breakpoint register will
be used and the program will run at a reasonable speed. You may get a
few false positives if the breakpoint is enabled too soon but you
should be able to sort that out :-)

Roger


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Re: [osg-users] [VPB] VPB FindOSG.cmake

2009-12-10 Thread Clay, Bruce
Similar issue - CMAKE in Windows gives ERROR: Version 2.9.5 or higher
of OpenSceneGraph is required. Version CreateProcessError: The system
cannot find the file specified.

If I change FIND_PACKAGE(OSG 2.9.5) to FIND_PACKAGE(2.8.2) and click on
configure I get the same error message except version 2.8.2 is reported.

I know very little about CMake but it looks like I have all of the paths
set right pointing to my 2.8.2 version of OSG

Any thoughts?

Bruce


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Sukender
Sent: Thursday, December 10, 2009 11:30 AM
To: osg-users
Subject: [osg-users] [VPB] VPB  FindOSG.cmake

Hi Robert  all,

On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails
when trying to locate OSG, because of EXEC_PROGRAM().
I tried adding ${OSG_BUILD_DIR} as working directory but it fails too.
I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still
fails but at least I don't have tons of error messages.
Already encountered something like this (did not manage to find an
answer in archives)? Is there a way to fix that? Any idea?
Thanks.


FYI, in my lightweight engine, I've adopted another kind of solution:
when I configure the project, it creates a CMakeMarker.txt with some
values in it. This file is installed alongside headers. The
corresponding finder then locates the file at the same time it locates
headers and the parses it to get values reflecting the configuration. I
think it's less error prone than launching an executable, but drawbacks
are:
- It's tied to CMake (even if it's clear text and can be read elsewhere)
- If you change the data in the file, then you must change finders, and
ensure finders can handle older versions.
The system is not very complete yet, and may be extended to store name,
values pairs for instance.
Do you think this may be useful for OSG?


Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 1:54 AM, Simon Hammett wrote:
 No it doesn't, symbol mangling isn't different between debug/release builds.
 (though that might be a handy option)

  That's true, but I'm pretty sure that last time I made that mistake, the 
linker DID
issue a warning that was recognizable (with some Googling) as quit mixing 
debug and
release builds.

-- 
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] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 7:11 AM, Jean-Sébastien Guay wrote:
 I'm curious when you've seen the linker scream about mixing debug and
 release DLLs... I've seen plenty of users do it by mistake and the
 linker never said a thing, except when mixing the dynamic and static C
 runtimes. When mixing debug and release (both using the dynamic runtime,
 for example) the linker says nothing.

  I'll try to check, but since it's something I carefully avoid now, it may be 
a while.

  I liked the idea about intentionally messing with the code so that it 
wouldn't link if
you messed it up, but it seems infeasible that you could prevent every 
combination of
mismatch. I often see it when mixing libs compiled by a third party anyway.

 J-S


-- 
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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] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Robert Osfield
Hi Wang Rui,

On Thu, Dec 10, 2009 at 9:14 AM, Wang Rui wangra...@gmail.com wrote:
 ... this extensions isn't suitalbe to role out as part of the OSG as it's 
 has other established meanings,

 I would suggest a name that indicates a 3d scene format, for example,
 .osgs or .sgs.

I believe .osg would be the most appropriate extension, the header
could declare which version of the format it is - whether it's binary,
new ascii or old ascii.  We could possible have a .osgb for binary.

The main issue with using .osg and then changing it's format would be
new apps generating the new new .osg files and then trying to read
these with older versions of the OSG.  One could port the new plugin
to older versions of the OSG though, so one could still provide a new
plugin for them to handle the new files so all is not lost.  Even the
present .osg plugin should be able to read the files robustly enough
to fail gracefully when reading the new format.

My preference for using the .osg extension is that I don't want there
to be a proliferation of extensions that are less descriptive of what
they are.  For instance .ive really doesn't sound like it's anything
native to the OSG, same would apply to something like .sgs.

 Second up, ... It doesn't look like it'd be able to handle changes such as 
 removal, additions to or refactoring
 of the classes that the old plugin supports and the new more modern file 
 provides in a modified way.

 One idea is that we maintain a unique id for each member of the class,
 which will help point out the right reading order. This could be
 easily done in .osg plugin and any other ascii-format parsers because
 members' names are already declared in file. But for a binary format,
 I wonder if these excess ids will make the file clumsy and
 large-sized.

In the ascii format the unique id for each class porperty is
effectively the keyword that identifies it, this could work with a xml
style ascii or an existing .osg style ascii format.  Having a keyword
string for each class property would obviously be very inefficient for
a binary format, both in terms of speed and size, using a string to id
mapping in the form of dictionary placed at the beginning of the
binary file might map between them so that id's could be used in the
data section of the binary format.

Another alternative for the binary format would be to version each
class individually, and then allow multiple wrappers for each class in
the plugin, and choose the appropriate wrapper based on the version
info included in the binary/ascii format.  Since a single binary file
will just use one version of class for the whole file then one could
just place the class used and their version number in header section.

A further extension to this idea might be to have the header section
list the classes used and their properties + type of the properties -
like an inbuilt schema.

 A better way is to make use of osgIntrospection, I think, but I'm not
 very familiar with it at present.

I think the use of osgIntrospection is something you'd leave for
wrapper generation, and isn't an issue till we get to the point where
we have formalized the file format and come up with a series of easy
to use macro's that register the classes and their members.

One thing I also have in the back of my mind is that osgIntrospection
itself is problematic to maintain, is rather heavy weight, and has had
little use out in the community.  It might be that the new
ascii/binary format mechanism might be a lighter weight way of provide
property introspection than osgIntrospection.   One could also adapt a
tool like genwrapper to spit out the new types of wrappers rather than
the present osgIntrospection ones.

 As I just said in the last post, it should be easy to save files in
 both binary/ascii format. I would like to rewrite the DataInputStream
 and DataOutputStream classes soon to support ascii parsing, as well as
 adding property names if necessary.

This would be a useful addition.  Did you have an idea how you'd
provide the property naming?  With the DataInpurStream did you have an
idea how to cope with the potentially altered ordering of properties -
or do we just declare such changes in ordering as invalid ascii files?
 Declaring an invalid ordering would certainly make the reading code
easier.


 Forth thought ... Replacing .ive with .bin would improve things because .bin 
 is simply a better approach with it's more decoupled and
 extensible design, but... even better would be to be able to replace both 
 .osg and .ive with a further evolved .bin.

 Emm.. I hope so. :)

It'd be a huge step forward for the OSG, more work short term, but
long term it'll ease our maintenance burden, make extending the OSG
easier for the community, and make it easier to publish the format and
make it easier to allow 3rd party apps to be interoperability with the
OSG.

 So what steps next... runtime testing... adding support for one other
 NodeKit to test how the plugins can be 

Re: [osg-users] [vpb] Integration of roads

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 3:55 AM, Martin Aasen wrote:
 Hi Chris,
 
 Do you mean that VPB now uses a regularly gridded mesh which I would have to 
 convert into a TIN in order to use osgTDS? Can I configure VPB to output in 
 the “old way” so I can use osgTDS on the generated mesh? I see I can give the 
 following options, but don’t know if any of them will have an effect in this 
 case:

  Correct. see Robert's posting.

 Output:
 --HEIGHT_FIELD: Create a height field database 
 --POLYGONAL: Create a height field database (default) 
 --TERRAIN: Create a osgTerrain::Terrain database

  I don't recall if any of these force the old TIN style anymore. i thought 
there was
still an option, but I haven't used it in quite a while.

 What you have done sounds interesting! Too bad you can’t release it (at least 
 yet). I guess the process of merging the roads with the terrain would be 
 offline if done on the CPU, I don’t see why it shouldn’t be..? 

  It's possible. It's just that people need to be able to underwrite 
development costs. My
current client is doing so, but since no-one else is, they don't have a lot of 
motivation
to share their work.

 I have also thought of marking the triangles in the terrain skin that are cut 
 by a road, so they can be subdivided and flattened in a geometry shader. The 
 marking could for example be done by clever use of texture coordinates, and 
 distances to the closest point on the road relative to each of the affected 
 vertices stored in textures. Any thoughts on this? I really don’t know if it 
 is feasible. The good thing is that if it works you don’t need to make 
 changes to VPB or the database, jus run a pre-processing step to generate the 
 texture coordinates and textures.

  This too sounds interesting. There's a lot of distance-to-line operations 
that are
expensive to do at runtime, so my work tries to resolve everything in advance 
and bake the
results into the existing data so the runtime viewer has no idea anything 
special is going
on. It's just loading VPB terrain and displaying it.

 Martin

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
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Re: [osg-users] [VPB] VPB FindOSG.cmake

2009-12-10 Thread Sukender
Hi Bruce,

Execution of osgversion seems buggy in CMake... I may investigate a bit.

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

- Bruce Clay bc...@ball.com a écrit :

 Similar issue - CMAKE in Windows gives ERROR: Version 2.9.5 or
 higher
 of OpenSceneGraph is required. Version CreateProcessError: The system
 cannot find the file specified.
 
 If I change FIND_PACKAGE(OSG 2.9.5) to FIND_PACKAGE(2.8.2) and click
 on
 configure I get the same error message except version 2.8.2 is
 reported.
 
 I know very little about CMake but it looks like I have all of the
 paths
 set right pointing to my 2.8.2 version of OSG
 
 Any thoughts?
 
 Bruce
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Sukender
 Sent: Thursday, December 10, 2009 11:30 AM
 To: osg-users
 Subject: [osg-users] [VPB] VPB  FindOSG.cmake
 
 Hi Robert  all,
 
 On my (Windows) machine, trying to run CMake on VPB (latest trunk)
 fails
 when trying to locate OSG, because of EXEC_PROGRAM().
 I tried adding ${OSG_BUILD_DIR} as working directory but it fails
 too.
 I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it
 still
 fails but at least I don't have tons of error messages.
 Already encountered something like this (did not manage to find an
 answer in archives)? Is there a way to fix that? Any idea?
 Thanks.
 
 
 FYI, in my lightweight engine, I've adopted another kind of solution:
 when I configure the project, it creates a CMakeMarker.txt with
 some
 values in it. This file is installed alongside headers. The
 corresponding finder then locates the file at the same time it
 locates
 headers and the parses it to get values reflecting the configuration.
 I
 think it's less error prone than launching an executable, but
 drawbacks
 are:
 - It's tied to CMake (even if it's clear text and can be read
 elsewhere)
 - If you change the data in the file, then you must change finders,
 and
 ensure finders can handle older versions.
 The system is not very complete yet, and may be extended to store
 name,
 values pairs for instance.
 Do you think this may be useful for OSG?
 
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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 Please  
 notify the sender by email if you are not the intended recipient.  If
 you are  
 not the intended recipient, you may not use, copy, disclose, or
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 message or its contents or enclosures to any other person and any such
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[osg-users] Fix for osgPPU FindOSG.cmake; lack of svn properties

2009-12-10 Thread Paul Martz
Hi Art -- I've modified the FindOSG.cmake script so that it looks in MS 
Windows standard OSG install locations.


Also, I noticed that none of the osgPPU files have any of their svn 
properties set. Is there a reason for this? As a result, you'll probably 
need to correct the line endings on the attached file.

--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466

# This module defines

# OSG_LIBRARY
# OSG_FOUND, if false, do not try to link to osg
# OSG_INCLUDE_DIRS, where to find the headers
# OSG_INCLUDE_DIR, where to find the source headers
# OSG_GEN_INCLUDE_DIR, where to find the generated headers

# to use this module, set variables to point to the osg build
# directory, and source directory, respectively
# OSGDIR or OSG_SOURCE_DIR: osg source directory, typically OpenSceneGraph
# OSG_DIR or OSG_BUILD_DIR: osg build directory, place in which you've
#built osg via cmake 

# Header files are presumed to be included like
# #include osg/PositionAttitudeTransform
# #include osgUtil/SceneView

## headers ##

SET( CMAKE_DEBUG_POSTFIX d )

MACRO( FIND_OSG_INCLUDE THIS_OSG_INCLUDE_DIR THIS_OSG_INCLUDE_FILE )

# configure matched pair of include / library search paths
SET( OSG_SEARCH_PATHS
$ENV{OSG_SOURCE_DIR}
$ENV{OSG_BUILD_DIR}
${OSGDIR}
$ENV{OSGDIR}
${OSG_DIR}
$ENV{OSG_DIR}
${OSG_ROOT}
$ENV{OSG_ROOT}
${OSG_ROOT_DEBUG}
$ENV{OSG_ROOT_DEBUG}
${CMAKE_INSTALL_PREFIX}
${CMAKE_PREFIX_PATH}
/usr/local
/usr/local/lib64
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
/usr/freeware
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/
~/Library/Frameworks
/Library/Frameworks
C:\Program Files\OpenSceneGraph
C:\Program Files (x86)\OpenSceneGraph
)

FIND_PATH( ${THIS_OSG_INCLUDE_DIR} ${THIS_OSG_INCLUDE_FILE}
PATHS   ${OSG_SEARCH_PATHS}
PATH_SUFFIXES   include build/include Build/include
)

ENDMACRO(FIND_OSG_INCLUDE THIS_OSG_INCLUDE_DIR THIS_OSG_INCLUDE_FILE)

#FIND_OSG_INCLUDE( OSG_GEN_INCLUDE_DIR  osg/Config )
FIND_OSG_INCLUDE( OSG_INCLUDE_DIR  osg/Node )

## libraries ##

MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)

FIND_LIBRARY(${MYLIBRARY}
NAMES   ${MYLIBRARYNAME}
PATHS   ${OSG_SEARCH_PATHS}
PATH_SUFFIXES   lib build/lib Build/lib
 )

ENDMACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)

SET( TMP_LIBRARY_LIST
OpenThreads osg osgGA osgUtil osgDB osgText osgViewer )

FOREACH(LIBRARY ${TMP_LIBRARY_LIST})
STRING( TOUPPER ${LIBRARY} UPPPERLIBRARY )
FIND_OSG_LIBRARY( ${UPPPERLIBRARY}_LIBRARY_RELEASE  ${LIBRARY} )
FIND_OSG_LIBRARY( ${UPPPERLIBRARY}_LIBRARY_DEBUG
${LIBRARY}${CMAKE_DEBUG_POSTFIX} )
LIST( APPEND OSG_LIBRARIES debug ${${UPPPERLIBRARY}_LIBRARY_DEBUG} 
optimized ${${UPPPERLIBRARY}_LIBRARY_RELEASE} )
ENDFOREACH(LIBRARY ${TMP_LIBRARY_LIST})

SET( OSG_FOUND NO )
#IF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR AND 
OSG_GEN_INCLUDE_DIR)
#SET( OSG_FOUND YES )
#SET( OSG_INCLUDE_DIRS ${OSG_INCLUDE_DIR} ${OSG_GEN_INCLUDE_DIR} )
#GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_RELEASE ${OSG_LIBRARY_RELEASE} 
PATH )
#GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_DEBUG   ${OSG_LIBRARY_DEBUG} 
PATH )
#SET( OSG_LIBRARY_DIRS ${OSG_LIBRARY_DIR_RELEASE} ${OSG_LIBRARY_DIR_DEBUG} )
#ENDIF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR AND 
OSG_GEN_INCLUDE_DIR)


IF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR)
SET( OSG_FOUND YES )
SET( OSG_INCLUDE_DIRS ${OSG_INCLUDE_DIR} )
GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_RELEASE ${OSG_LIBRARY_RELEASE} PATH 
)
GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_DEBUG   ${OSG_LIBRARY_DEBUG} 
PATH )
SET( OSG_LIBRARY_DIRS ${OSG_LIBRARY_DIR_RELEASE} ${OSG_LIBRARY_DIR_DEBUG} )
ENDIF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR)

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Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Art Tevs
Hello,


seb wrote:
 
 With the graph you propose, I have the back screen, I have checked and the 
 scene graph is correct, I didn't forget to attach any nodes, so I do not 
 understand.
 

Try this first in your own application before going to the unknown thing. 


 
 By modifying directly the main camera,I did it too, and I have the scene with 
 no osgPPU (no resambled scene) like I explained on my 1st post.
 

So that means that the host application do resetup the main camera settings. 
This is because you should actually don't see anything except of not-changed 
scene. this is becaus you set your camera to render into a texture and not on 
the screen. 
This means that whenever you want to try with the main camera, it will probably 
not work. Therefor try to setup a slave camera which render into the texture 
and use its texture for processing. Just like I said in previous posts.


 
 I have checked too in the debug mode, and the camera has still the 
 FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see 
 in debug mode that the main camera holds pre and post render callback, do you 
 think these functions may interfer with osgPPU ?
 

Hmm, that is somehow strange. If you camera renders into a texture by FBO, how 
you can see any output then on the screen without osgPPU or without anything 
which renders this texture on the screen.
It could be that in the post render callback exactly this happens. If this is 
the case, then it might be that osgPPU will never work, or at least you will 
not see it's results on the screen. However I am not sure without knowing what 
is happening in those callbacks.


So the only way I see how to include osgPPU into an OSG application where you 
do not know what this application is doing, is to use the scene graph I 
proposed earlier. Also to disable all extra render callbacks on the main camera 
or render stage.

I hope, this help you somehow.
art

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Jean-Sébastien Guay

Hi Chris,


  I'll try to check, but since it's something I carefully avoid now, it may be 
a while.


Well as Roger said, it's generally something like conflicting default 
libraries. But when someone who doesn't really know they shouldn't do 
that runs their project and it seems to work until it crashes while 
incrementing an iterator or something like that, they generally don't 
suspect that warning to be related to the problem. Plus some just ignore 
warnings altogether... As if the compiler was just being too fussy in 
telling you these things... :-)


To be clear, I agree the linker says something, but I don't think it's 
near vocal enough to be useful to newbies / newcomers to Windows (on 
Linux you can mix debug and release however you want, no problem).



  I liked the idea about intentionally messing with the code so that it 
wouldn't link if
you messed it up, but it seems infeasible that you could prevent every 
combination of
mismatch.


I agree, it would be nice. I don't see it as a problem that we can't 
catch every single type of mismatch... If we can at least catch some 
it's better than it is now. Just like the osgPlugins-version scheme 
was added to make it harder to mix plugins from different versions of 
OSG, but you can always put all the plugins in the same directory as the 
executable and then you're essentially defeating the scheme that's 
trying to protect you.


J-S
--
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Jean-Sébastien Guay

Hi Robert,


I believe .osg would be the most appropriate extension, the header
could declare which version of the format it is - whether it's binary,
new ascii or old ascii.  We could possible have a .osgb for binary.


Stupid question, but if .osg is used for both binary and ascii how would 
we specify which one we want in this line of code:


osgDB::writeNodeFile(*scene, saved_scene.osg);

?

Would we need to add an option? I don't see how this line of code in 
user apps could work with this new plugin that would use the same 
extension for both binary and ascii, unless ascii is the default or 
something...


J-S
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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 10:07 AM, Jean-Sébastien Guay wrote:
 To be clear, I agree the linker says something, but I don't think it's
 near vocal enough to be useful to newbies / newcomers to Windows (on
 Linux you can mix debug and release however you want, no problem).

  Well, agreed. I remember it said something and eventually I figured out what 
it meant.

  We could add it to the Wiki Windows build notes?

 I agree, it would be nice. I don't see it as a problem that we can't
 catch every single type of mismatch... If we can at least catch some
 it's better than it is now. Just like the osgPlugins-version scheme
 was added to make it harder to mix plugins from different versions of
 OSG, but you can always put all the plugins in the same directory as the
 executable and then you're essentially defeating the scheme that's
 trying to protect you.

  I can't picture how to do it in any fashion. Do you have a recommendation for 
how to
implement it?

 J-S


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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Robert Osfield
Hi JS,

On Thu, Dec 10, 2009 at 5:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 I believe .osg would be the most appropriate extension, the header
 could declare which version of the format it is - whether it's binary,
 new ascii or old ascii.  We could possible have a .osgb for binary.

 Stupid question, but if .osg is used for both binary and ascii how would we
 specify which one we want in this line of code:

 osgDB::writeNodeFile(*scene, saved_scene.osg);

 ?

Not a stupid question at all... It hadn't even occurred to me :-)


 Would we need to add an option? I don't see how this line of code in user
 apps could work with this new plugin that would use the same extension for
 both binary and ascii, unless ascii is the default or something...

We could certainly need to use an osgDB::Option to tell the plugin
which version to write, including whether the old writing the old
version .osg is required.  One could possible add a convenience
function like writeBinaryNodeFile() to that automatically set the hint
in osgDB::Options to binary.

Or... just have the binary format extension be .osgb... :-)

Robert.
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 10:27 AM, Robert Osfield wrote:
 Or... just have the binary format extension be .osgb... :-)

  For filesystem-management purposes, I know I'd prefer a .osgb extension. So 
much easier
to grep and write scripts when you can assume the content based on the 
extension.

 Robert.

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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Simon Hammett
2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com

 On 12/10/2009 10:27 AM, Robert Osfield wrote:
  Or... just have the binary format extension be .osgb... :-)

   For filesystem-management purposes, I know I'd prefer a .osgb extension.
 So much easier
 to grep and write scripts when you can assume the content based on the
 extension.

 ++vote
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Paul Martz

Chris 'Xenon' Hanson wrote:

  For filesystem-management purposes, I know I'd prefer a .osgb extension. So 
much easier
to grep and write scripts when you can assume the content based on the 
extension.


That would be true if it weren't for the fact that .osgb is already in 
use: http://osgbullet.googlecode.com.


If you all want to use extensions that are already in use, such as .osg 
and .osgb, I'll repeat my previous offer to enhance the osgDB so that it 
handles this case without requiring the app to explicitly load a plugin. 
See the thread Plugin extension registry from last June for a summary 
of the issue. This should be s simple matter of adding a loop at about 
Registry.cpp line 1684, to iterate over all possible plugin names for 
the extension, until either the load succeeds or the list of plugin 
names is exhausted.


If such a modification would be accepted, I'd be glad to code it. Let me 
know if you're interested.


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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 11:42 AM, Paul Martz wrote:
 Chris 'Xenon' Hanson wrote:
   For filesystem-management purposes, I know I'd prefer a .osgb
 extension. So much easier
 to grep and write scripts when you can assume the content based on the
 extension.
 That would be true if it weren't for the fact that .osgb is already in
 use: http://osgbullet.googlecode.com.

  I'm going to claim memory loss on this, because I _did_ know osgBullet was 
using osgb. I
revise my vote to say, I'd like an alternate UNIQUE extension for osg binary 
data. Perhaps
.bosg would be a good choice (and not currently used). .OSB is already taken as 
a
Dreamcast Sound File.

-- 
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Re: [osg-users] Develop a scalable binary file format for native OSG scenes?

2009-12-10 Thread Andrew Cunningham
Just to throw out a wild idea, did anyone think of using HDF as the basis for a 
new binary OSG format?
HDF is probably over-kill but HDF is self-describing and includes things like 
compression of FP data etc.  The hierarchical part of HDF seems to me to well 
suited to storing scene-graph type data. 

I suppose the neat thing about HDF is that all you have to worry about is how 
to structure the data in the file, the actual low-level storing of the binary 
data is taken care of by the HDF API.

Andrew

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[osg-users] XCode debugging tips

2009-12-10 Thread Neil Clayton
Hi All,

Not sure if this is in a FAQ someplace, but for XCode development, if:

1) You are using the dylib's (not the frameworks) and;
2) Have source included in the project for reference only (i.e: not part of any 
target) because you are building via cmake

Then turn off Load Symbols Lazily within the Debugging preferences of xcode.  
 Otherwise the debugger won't stop on any breakpoints inside the OSG codebase.



Cheers,
Neil

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Re: [osg-users] Stencil buffer not enabled

2009-12-10 Thread Neil Clayton
Hi Ulrich,

Thanks for the idea.

Unless I'm mistaken, the Cocoa viewer doesn't seem to use the DisplaySettings 
for the stencil property - in this case the NSView derived class that is used 
to embed a scene into a standard NSWindow via a nib.  It's one I found while 
still working with 2.8.x, and isn't part of the 2.9 distribution. 

However - from a context point of view I've traced through and ensured that the 
OpenGL context itself is being created with a stencil buffer of depth 8.

I've also since got XCode debugging properly.

--- a couple of hours pass ---

So it turns out that I didn't realize that ClearNodes default to COLOR | DEPTH. 
 Since I have one of these in my graph, the clearMask of the RenderStage was 
being reset at that point.  Setting the clearMask on the ClearNode fixed the 
issue.

Thanks for the help Ulrich :-)  I got there in the end!

Cheers,
Neil

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[osg-users] Frustum/Culling issue with PagedLod

2009-12-10 Thread Vincent Bourdier

Hi all,

I just get something very strange I cannot really understand :

In my scene, there is a graph will hundred of PagedLOD nodes, and no geodes.
I manually set the frustum of the viewer :

/
view-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR 
);

   float divider = (float)(zNear/config-frustumNearPlan);
   view-getCamera()-setProjectionMatrixAsFrustum (left/divider, 
right/divider,bottom/divider, top/divider, zNear/divider, 
config-frustumFarPlan);/

(near is 2 and far is 2e+07)

The scene render normally... there is no problem... BUT

When I add a little Sphere (osg::Sphere) on the scene (center 0,0,0  
radius 1) before the render loop starts, the LODs never loads anything

and nothing but the Sphere is visible...

Because I set the frustum myself with the same values each time, I do 
not understand why I didn't see the LODs nodes


The StatsHandler do not show the databasePager stats, which means there 
is no cull on the LOD ? This is a real question I am not yet a

osg master...

To conclude, when I add the Sphere with a radius upper than 5000, the 
LODs are visible... It really seems to be a wrong far plan frustum
value... but I verified it is always the same and never change from 
2e+06 ...


Any idea or suggestion could help me a lot :-)

Thanks.

Regards,
   Vincent.


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[osg-users] VirtualPanetBuilder does not build

2009-12-10 Thread Clay, Bruce
VirtualPanetBuilder does not build with OSG 2.8.2.  I pulled the SVN
version VirtualPanetBuilder.  There are several references to
DatabaseRevision and that does not seem to be in OSG 2.8.2.

 

I tried VtBuilder and that crashes half way through the terrain build
process.

 

osgDem is doesn't seem to be in the source code tree.

 

Is there a different application that I can use to create an OSG
compatible terrain dataset?  

 

 

Bruce




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[osg-users] Larrabee cancelled

2009-12-10 Thread Paul Martz

I didn't see this topic discussed here yet, so I thought I'd share the news:
http://www.bit-tech.net/news/hardware/2009/12/07/intel-larrabee-cancelled/1

NVDA stock jumped when this was announced.
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[osg-users] light lobes

2009-12-10 Thread Trajce Nikolov
Hello Community,

I am to ask you for some hints, tips for light lobes. The scene is with
ground vehicles and I have to come up with some method that will display
light lobes of all the vehicles ... tens of 'em in the scene.

Thanks for the help!
Nick

http://www.linkedin.com/in/tnikolov
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Re: [osg-users] VirtualPanetBuilder does not build

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 2:24 PM, Clay, Bruce wrote:
 VirtualPanetBuilder does not build with OSG 2.8.2.  I pulled the SVN
 version VirtualPanetBuilder.  There are several references to
 DatabaseRevision and that does not seem to be in OSG 2.8.2.

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

  You'll need VPB release 0.9.10 to compile against 2.8.x. I believe some folks 
here have
compiled it successfully in the last couple weeks.

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread stefan)
Thanks everybody for the input. Special thanks mourad. I too though I
was having some issues with mixing libraries. The problem was really
ruling out that cause of the heap corruption. Not even after compiling
every support library from scratch I was sure there is not some other
windows idiosyncrasy I don't know about. So, many thanks for finding
this bug. Release 0.4.2 is out. Everything runs smooth. I am very
happy.
http://labs.nortd.com/sx/

Many Thanks,
/stefan

On Thu, Dec 10, 2009 at 10:25 AM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
 Hi Stefan,

 Commenting the line _vertices-unref(); (line 276 in VertexGeometry.cpp),
 seems to solve the problem for me. I think you do not need to unreference
 _vertices manually.
 Besides that, I got some weird behaviour with some examples using multiple
 screens, calling _viewer-setUpViewOnSingleScreen(0) in the constructor of
 sx::Scene seems to solve this.

 Regards,
 Mourad

 On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett s.d.hamm...@googlemail.com
 wrote:

 2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com

 On 12/10/2009 12:00 AM, Andreas Goebel wrote:
  Hi,
  you get heap corruption on windows if (not only if, but if) you mix
  different system libraries, static runtime and dynamic runtime, or
  debug
  dlls and release dlls.

  You can get it that way too.

  Make really sure that your release build uses release libraries only,
  and vice versa.

  Usually the linker will yell and scream at you if you try to do this, so
 it usually
 doesn't happen accidentally and without the programmer knowing.

 No it doesn't, symbol mangling isn't different between debug/release
 builds.
 (though that might be a handy option)

 You won't get linker errors unless you've got methods or functions
 deffed in/out depending on your build config.

 Maybe we should add some funcs to the OSG libs, based on the config
 to stop beginners accidentally mixing builds.

 Mind you the error message from mixing release/builds is different
 from the OPs screen shot. It usually says something about a memory
 block not being in the heap.

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[osg-users] Large coords and _clampProjectionMatrix not applied

2009-12-10 Thread Martin Beckett
When displaying a model positioned at real world coords (ie values in 6 
figures) I get an error about _clampProjectionMatrix not applied and a znear 
of roughly max_float and a zfar of -max_float.

This only seems to be a problem with vertex data, display osg::shapes at these 
coords is fine.

Is there a simple fix to set the near/far planes to this coordinate system?

Each part of the scene is in local coords with a PAT node setting the map 
coords. Would it help to have a parent map node with the large offset handled 
there?


Martin

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Re: [osg-users] opengl es 2.0

2009-12-10 Thread Alok Priyadarshi
Hi Robert,

 Another option is to just work against OpenGL and just disable the
 fixed function pipeline features via the OSG_*_AVAILABLE Cmake
 options.  This gives you the same GL features that you'll see with
 GLES 1.1 or 2.0 (depending upon the options you choose.) When I did
 the initial groundwork for the GLES port I did it all against standard
 OpenGL using Cmake to give me a first pass approximation at GLES
 support, and it certainly helped make the port go smoothly as I was
 able to change one thing at a time and gradually shift across rather
 than be faced with a massive porting effort all at once.

I have not had any luck with this yet. I am trying to test ES 2.0 by
just disabling the fixed function pipeline. My config file looks like
this:

#define OSG_USE_FLOAT_MATRIX
#define OSG_USE_FLOAT_PLANE
#define OSG_USE_FLOAT_BOUNDINGSPHERE
#define OSG_USE_FLOAT_BOUNDINGBOX
#define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION
/* #undef OSG_USE_UTF8_FILENAME */
#define OSG_DISABLE_MSVC_WARNINGS

/* #undef OSG_GLU_AVAILABLE */
/* #undef OSG_GL1_AVAILABLE */
#define OSG_GL2_AVAILABLE
/* #undef OSG_GL3_AVAILABLE */
/* #undef OSG_GLES1_AVAILABLE */
/* #undef OSG_GLES2_AVAILABLE */
/* #undef OSG_GL_DISPLAYLISTS_AVAILABLE */
/* #undef OSG_GL_MATRICES_AVAILABLE */
/* #undef OSG_GL_VERTEX_FUNCS_AVAILABLE */
/* #undef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE */
/* #undef OSG_GL_FIXED_FUNCTION_AVAILABLE */

I tried osggeometry example. I do not see anything render - just
warnings about polygon stipple.
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Re: [osg-users] light lobes

2009-12-10 Thread Paul Martz
What are the requirements? Do you need to model atmospheric light 
scattering, or do you just need to fake it by rendering some kind of 
translucent cone in front of a headlight? If the former, do a web search 
on atmospheric light scattering; there is quite a bit of available 
research on the topic.


Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466



Trajce Nikolov wrote:

Hello Community,

I am to ask you for some hints, tips for light lobes. The scene is with
ground vehicles and I have to come up with some method that will display
light lobes of all the vehicles ... tens of 'em in the scene.

Thanks for the help!
Nick

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





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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread stefan)
hey Xenon,

I just wanted to comment on the naming issue. I am not really in the
position to just rename our project but I can moderate.

I can see your initial concern but also feel  SceneExpression is
quite different from Scene Express both in the way the word visually
looks and the meaning. Please note the former is written as one word.

What's more important is that the audience/clients are totally
different. Maybe you can clarify but from reading the website you sent
me, Scene Express is an addon to a end user software product. On the
other hand, SceneExpression is an open source programming framework
for programmers. I doubt the users of the framework and the software
product will ever overlap. This and the fact that they cater to
different activities makes me think they will never really be mixed
up. They are also in no way competing projects.

Please consider,
Thanks,

/stefan


On Thu, Dec 10, 2009 at 1:36 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 12/9/2009 5:09 PM, stefan) wrote:
 So, we have been working on this open source, osg-based app framework
 for linux, osx, and windows. It's a fun project but on windows (only!)
 it is still acting up. We get this super-undescriptive non-fatal
 pop-up:
 windows has triggered a breakpoint
 this may be due to corruption of the heap
 See: http://sceneexpression.googlecode.com/files/vs-issue.png
 After clicking Continue a couple of times the app runs fine just
 like on the other platforms. What we would be most interested in, are
 there typical causes for this in regard to osg?

  Well, I can't comment on relating to OSG, but this is usually going to be 
 related to
 memory overruns. Are you in a debug build? The debug builds have extra 
 padding on
 allocation (guard regions) that are checked at various times. If the guard 
 regions are
 damaged, the compiler will warn you, but it's non-fatal because the guard 
 region took the
 hit instead of your real data. But it is a REAL error, because in a non-debug 
 build your
 real data would have probably been trashed.

  Tools like valgrind on Linux might point out the same issue, if it exists on 
 Linux.

  I'd start by examining code _prior_ to the exception. The exception is 
 telling you the
 damage has been done, but basically triggers AFTER the offending code.

 If any of you feel super-helpful and want to give the project a quick spin:
 http://labs.nortd.com/sx/downloads/
 A long guide is here:
 http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows


  I do have a favor to ask. Your project is called Scene Expression, and 
 that's kind of
 uncomfortably close to a tool my company makes called Scene Express:
 http://www.google.com/search?q=scene+expressie=utf-8oe=utf-8aq=trls=org.mozilla:en-US:officialclient=firefox-a

  which incorporates an OSG-based landscape viewer (NatureView Express) and 
 has been
 around since 2003: http://3dnature.com/history.html

  Would you mind considering changing the name of your toolkit to something a 
 little more
 different from my company's product?


  I'm interested in your project as I have considered doing an OSG application 
 framework
 myself at times. Yours seems a little different than the goals I wanted to 
 pursue, but it
 looks very nice for what you're trying to accomplish.


 Any hint very much appreciated,
 Best,
 /stefan


 --
 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] light lobes

2009-12-10 Thread Trajce Nikolov
the requirements are just to do light lobes ... no more details ;-) 
should look realistic .. Thanks for the scattering hint !

Nick

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

On Fri, Dec 11, 2009 at 12:03 AM, Paul Martz pma...@skew-matrix.com wrote:

 What are the requirements? Do you need to model atmospheric light
 scattering, or do you just need to fake it by rendering some kind of
 translucent cone in front of a headlight? If the former, do a web search on
 atmospheric light scattering; there is quite a bit of available research on
 the topic.

 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466



 Trajce Nikolov wrote:

 Hello Community,

 I am to ask you for some hints, tips for light lobes. The scene is with
 ground vehicles and I have to come up with some method that will display
 light lobes of all the vehicles ... tens of 'em in the scene.

 Thanks for the help!
 Nick

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



 


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Re: [osg-users] Stencil buffer not enabled

2009-12-10 Thread Ulrich Hertlein
Hi Neil,

On 10/12/09 9:15 PM, Neil Clayton wrote:
 --- a couple of hours pass ---
 
 So it turns out that I didn't realize that ClearNodes default to COLOR | 
 DEPTH.  Since
 I have one of these in my graph, the clearMask of the RenderStage was being 
 reset at
 that point.  Setting the clearMask on the ClearNode fixed the issue.
 
 Thanks for the help Ulrich :-)  I got there in the end!

Whatever it was, that's always great to hear. :-)

Cheers,
/ulrich
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Re: [osg-users] VirtualPanetBuilder does not build

2009-12-10 Thread Clay, Bruce
Chris:
  Thanks for the reply.  It made a big difference in the build process.
All of the apps generated without a problem.  Now all I have to do is
learn houw to use them.

Thanks again.

Bruce


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Thursday, December 10, 2009 4:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VirtualPanetBuilder does not build

On 12/10/2009 2:24 PM, Clay, Bruce wrote:
 VirtualPanetBuilder does not build with OSG 2.8.2.  I pulled the SVN
 version VirtualPanetBuilder.  There are several references to
 DatabaseRevision and that does not seem to be in OSG 2.8.2.

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

  You'll need VPB release 0.9.10 to compile against 2.8.x. I believe
some folks here have
compiled it successfully in the last couple weeks.

-- 
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.
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Re: [osg-users] Larrabee cancelled

2009-12-10 Thread Martin Beckett
There is also a rumor that Intel will simply buy NVidia - which might be a good 
thing 'OpenGL wise'

Martin

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Re: [osg-users] light lobes

2009-12-10 Thread Paul Martz

Trajce Nikolov wrote:

the requirements are just to do light lobes ... no more details ;-) 
should look realistic .. Thanks for the scattering hint !


GPU Gems has some pretty good material on light scattering. Also Virtual 
Terrain Project.

   -Paul

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Re: [osg-users] Larrabee cancelled

2009-12-10 Thread Paul Martz

Martin Beckett wrote:

There is also a rumor that Intel will simply buy NVidia - which might be a good 
thing 'OpenGL wise'


That was the speculation back when AMD bought ATI, but maybe it's more 
credible now.

   -Paul

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Chris 'Xenon' Hanson
On 12/10/2009 3:06 PM, stefan) wrote:
 hey Xenon,
 I just wanted to comment on the naming issue. I am not really in the
 position to just rename our project but I can moderate.
 I can see your initial concern but also feel  SceneExpression is
 quite different from Scene Express both in the way the word visually
 looks and the meaning. Please note the former is written as one word.
 What's more important is that the audience/clients are totally
 different. Maybe you can clarify but from reading the website you sent
 me, Scene Express is an addon to a end user software product. On the
 other hand, SceneExpression is an open source programming framework
 for programmers. I doubt the users of the framework and the software
 product will ever overlap. This and the fact that they cater to
 different activities makes me think they will never really be mixed
 up. They are also in no way competing projects.

  I guess I have to disagree here. If I created a userspace application called 
something
like OpenSceneGraphics and used a different font, I suspect Robert would still 
be a bit
peeved. The fact that both Scene Express (which we also abbreviate SX, like you 
do) and
SceneExpression use OSG sort of inevitably drags them into a common arena. At 
heart, they
both do realtime 3D graphics. Trademark law pretty much requires a trademark 
holder like
me defend my mark against anything that overlaps it, otherwise I lose my 
rights. The
litmus test is whether a person who could come into contact with both products 
might
become confused about which was which, which went with which company, or 
whether they
might think they were the same. A taxi company called Boost, a programming 
library called
Boost and an energy shake called Boost aren't a problem. But two realtime 3D 
tools can be
a problem.

  If there was a meat supplier that sold frozen hamburger patties (instead of 
ready-made
fast-food meals) called BurgerKingGuy, Burger King would still ask them to stop 
using such
a similar name. Because they are at heart, still doing similar things and using 
a similar
name.

  I don't mean to be difficult about it, and I'm trying to be polite and 
reasonable. But,
my company and trademark law require me to defend my product trademarks. If I 
don't, I
lose all rights to them and any competitor of mine can use them without any 
objection.

 Thanks,
 /stefan

-- 
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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] Hi, everyone! I've got one question about negative parallax stereo rendering.

2009-12-10 Thread HyeongCheol Kim

Jan Ciger wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 On 2009-12-09 20:09, HyeongCheol Kim wrote:
 
  Hi, Thanks for your reply!
  
  What I mean is exactly negative disparity (object seems floating in front of
  the screen)!
  
 
 Well, just set them to have appropriative coordinates (y or z, depending
 on your coordinate system) so that they float out. You may have to
 adjust your near clipping plane, though.
 
 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.10 (GNU/Linux)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
 
 iD8DBQFLIDbXn11XseNj94gRAsMbAKCwVreGWFh4KFbKu9GS+4WLCJh37QCffEYe
 tiX13o77aqesbpejeolRBSg=
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 Post generated by Mail2Forum




Hi, Jan!
Thanks again,
but I wonder what appropriative coordinates means.

I'm using trackball manuplator so I have been trying to get camera pointer when 
I set stereo mode as HORIZONTAL_SPLIT.

If I can get two camera pointer when I set stereo mode as HORIZONTAL_SPLIT 
(left and right), I think that might be possible to change their focal length 
to create nagative parallax stereo.

Is it wrong?

If my knowledge is too short as you think, haha;;
I'm so sorry about that!

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[osg-users] OpenGL capture/logging in OSG

2009-12-10 Thread Paul Martz

Hi all --

I have some funding to capture OSG's OpenGL calls. This is required for 
development, debugging, and performance analysis work that I am 
currently contracted for. I have already ruled out updating GLIntercept 
for this purpose.


Purchasing gDEBugger is a possibility. However, the upfront cost is 
large, and the lack of control in this closed-source tool is 
undesirable. Most of my work is OSG-related, so I have little need for 
gDEBugger's general OpenGL analysis capability.


This brings me to the point of my post: adding OpenGL capture directly 
to OSG.


My idea so far is to take a private snapshot of OSG, then modify it so 
that all OpenGL calls go through function wrappers (many do already) or 
a CPP macro. By default, the call would go straight into OpenGL, but a 
developer could enable instrumentation through CMake so that OSG 
captures OpenGL command info before calling into OpenGL. This would 
record the call to a log, allow breakpoints, record timing data, capture 
texture image data and shader source to files, any number of things, 
really, but essentially the capabilities found in GLIntercept.


The capture would be thread safe and support multiple contexts. Support 
for new OpenGL features and extensions would be trivial; the OpenGL 
wrapper code would be automatically generated from gl.h or extension 
header files, so just drop in the enum defs and function declarations 
and rebuild.


Initially, my inclination was to do this on my own, basically make my 
own private instrumented branch of OSG. But then I realized that there 
are other benefits that this change could bring to OSG, and it might be 
worth folding into the source.


Consider how OSG currently calls into OpenGL. OSG might call OpenGL 
directly, or load and call through a function pointer, or call into a 
function wrapper that manages a function pointer. When OSG does call 
through a function pointer or into a function wrapper, the code for 
doing this is scattered in multiple classes, headers, and source files 
(e.g., GL2Extensions, FrameBufferObject, etc). Adding OpenGL capture to 
OSG would give us a chance to unify this code and make it consistent. 
Access to all OpenGL commands would go through a single class, and done 
consistently through a CPP macro or function wrapper. This would be a 
good code cleanup.


Plus, I also thought there might be others besides myself that wanted to 
capture OpenGL command streams. It's really quite a valuable development 
tool.


Because this might have value for many developers, I am posting here for 
discussion. If the community is interested, I am willing to work with 
others to satisfy requirements. If the community is not interested, I'll 
either do my own private branch or purchase gDEBugger.

--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466

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