Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Sukender
Hi Jan,

It could be nice if GCC also supports PCH. Well what I did looks like:
if(enabled)
if(msvc)
add command line arguments to the compiler
endif()
endif()

So adding support for any compiler is very straightforward as long as it 
behaves a bit the same: under MSVC, you need to:
- add a .cpp and a .h to the project (Precompiled.h and Precompiled.cpp for 
instance).
- say the .cpp generation also generates the precompiled header (command line 
for the cpp)
- say everything else in the project use this precompiled header (command line 
for the project)
- force each cpp in the project to virtually include the Precompiled.h (command 
line for the project)

Cheers,

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

- Jan Ciger jan.ci...@gmail.com a écrit :

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 On 2010-01-14 01:01, Sukender wrote:
  Hi Paul,
  
  I'm sorry, I did a search IN MY MAIL BOX and didn't find
 anything...
  but you're right, I should have searched the whole archives first!
 
 I do not recall seeing it neither.
 
  
  Well, to add a few details: - AFAIK, if you put only STL (and
 system
  headers?) in the PCH, you can avoid having to recompile the wholeH
  project each time you change osg/Node. The speedup is of course
 less,
  but it compensates a bit the slowness of MSVC. - The .h is
  automatically added to all .cpp files without having to change them
  (command line arg given in CMakeLists.txt). No special maintenance
 is
  to be made here. - However, you still got the thing I described in
  the previous mail: MSVC submitters must be warned to build without
  PCH before submitting.
 
 BTW, you are aware that GCC has precompiled headers support too for
 some
 time? It would be nice to have that supported as well.
 
 Regards,
 
 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.10 (GNU/Linux)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
 
 iD8DBQFLUKVin11XseNj94gRAiZzAJwMcDgwndMrD69F5MNB8FzK7eyphgCfRief
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[osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
I tried the new FBX plugin that comes with the latest developer release (the
one available on the website as a zip archive). Everything worked fine, but
unfortunately I need to use a previous version of OSG...the version I must
use is still 2.9.6 but in my case the versioned DLL names end with 61
(while the latest dev release DLLs end with '62').

So I tried to build the FBX plugin with the OSG version I need and I manage
to build it successfully, but at runtime my applications crash when loading
FBX models (I'm talking also about osgviewer).

Can anyone tell me if it is possible to use the FBX plugin with the OSG
version I talked about or not? If not, can anyone suggest directions about
how to modify OSG in order to use the plugin?

BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.

Thanks. Regards.
Alessandro
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Re: [osg-users] Unable to manipulate the node after using AnimationPath

2010-01-18 Thread Robert Osfield
Hi Dat,

If you are finished with the animation then just remove the animation
path callback.

Robert.


On Fri, Jan 15, 2010 at 7:52 PM, Nguyen Tien Dat tienda...@gmail.com wrote:
 Dear all,
 I have a scene structure like this:
 rootNode - matrixTranformNode - objectNode

 I modify the position and orientation of the object by setting the
 matrix of the matrixTranformNode and it works well. But the problem
 appears when I try to use animation path. I create an animation path
 like this:

     osg::AnimationPath* animationPath = new osg::AnimationPath;
     animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
     //initialize startPoint, endPoint, rotation
    animationPath-insert(0.0,osg::AnimationPath::ControlPoint(startPoint
 , rotation));
    animationPath-insert(0.0,osg::AnimationPath::ControlPoint(endPoint
 , rotation));
    matrixTranformNode-setUpdateCallback(new
 osg::AnimationPathCallback(animationPath));

 The animation looks as expected. But after the animation I try to
 update the matrix of matrixTranformNode, it doesn't work properly. The
 object is still in the place of the last frame of animation, and it
 won't change its position and orientation no matter how I try to
 change the matrix. When I try to call getMatrix method of
 matrixTransformNode, the matrix is changed as I set it. But the object
 isn't displayed correctly.
 Could any of you tell me what happens with the matrixTransformNode
 after the animation? How can I manipulate the object again after the
 animation?
 Note that I did try to replace the matrixTransformNode by a new one
 (so the scene structure is rootNode - newMatrixTransformNode -
 objectNode), and then I could manipulate the object again. But this
 doesn't work smoothly when you want to have continuous motion between
 the animation created by AnimationPath and the animation created by
 your manipulation.
 Thanks,
 Dat
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Re: [osg-users] [forum] multichannel or multi display on three computers

2010-01-18 Thread Robert Osfield
Hi Tom Tran,

You don't make any mention of what type of display your cluster is
outputting to - a powerwall, a cylindrical display, one with edge
blending... lots of variables and what to recommend depends upon what
you are wanting to do.

In terms of the OSG you'll just be setting the viewer Camera'rs view
and projection matrices using Camera::setViewMatrix*() or
Camera::setProjectionMatrix*() methods.  As to what settings to you'll
need to compute the values yourself, and it's the answers to my
question in the first paragraph that will be your first step in
deciding how to compute them.


Robert.


On Sat, Jan 16, 2010 at 10:21 AM, Tom Tran burat...@gmail.com wrote:
 I am working with OGS. I want to develop an visualization application
 with multichannel, say three.
 This application can be used for driving system. Three channels, each
 on separate computer.

 I can synchronize channels, but I don't know how to set up viewing on
 each channel to have continuous large image.

 I guess that I must have some calculation for projection matrix. Views
 on side channels (left and right) must have different setting of FOV
 .. or something like that.

 Pls kindly show me some hint about this issue,

 Many thanks!

 Tom Tran

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Re: [osg-users] parallel rendering into texture atlas

2010-01-18 Thread Robert Osfield
HI Nick,

On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 Hi community,
 what I am after this time is to have multithreaded rendering into texture
 atlas. Is this feasible with osg? Any thoughts, hints ?

It's not feasible with graphics cards, OpenGL or by extension the OSG.
 Paul mentions about the potential of sharing OpenGL objects between
graphics contexts, and the OSG does support this, but this wouldn't
enable you to get round the fact that the multiple graphics cards
won't be able to write to the an single FBO at the same time, nor a
single graphics cards writing to a single FBO in parallel.

So my hint would be look to another avenue for performance improvement ;-)

Robert.
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[osg-users] Typo in include/osg/ImageUtils

2010-01-18 Thread Juan Hernando

Dear all,
Doing some tests with osgvolume we've found a typo in some code dealing 
with RGBA images. It's located at include/osg/ImageUtils line 88:

 case(GL_RGBA):  { for(unsigned int i=0;inum;++i) { float
r = float(*data)*scale; float g = float(*(data+1))*scale; float b =
float(*(data+2))*scale; float a = float(*(data+3))*scale;
operation.rgba(r,g,b,a); *data++ = T(r*inv_scale); *data++ =
T(g*inv_scale); *data++ = T(g*inv_scale); *data++ = T(a*inv_scale); }
}  break;

Notice that g*inv_scale appears instead of b*inv_scale near the end of 
the line.

I've checked through the web interface that the trunk still has the typo.

Regards,
Juan
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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Robert Osfield
HI Alessandro,

I haven't compiled the FBX plugin personally, but I wouldn't have
thought it would be difficult to backport it to OSG-2.6, just copy the
code across, add the fbx plugin to the src/osgPlugins/fbx and away you
go.

Robert.

On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote:
 I tried the new FBX plugin that comes with the latest developer release (the
 one available on the website as a zip archive). Everything worked fine, but
 unfortunately I need to use a previous version of OSG...the version I must
 use is still 2.9.6 but in my case the versioned DLL names end with 61
 (while the latest dev release DLLs end with '62').

 So I tried to build the FBX plugin with the OSG version I need and I manage
 to build it successfully, but at runtime my applications crash when loading
 FBX models (I'm talking also about osgviewer).

 Can anyone tell me if it is possible to use the FBX plugin with the OSG
 version I talked about or not? If not, can anyone suggest directions about
 how to modify OSG in order to use the plugin?

 BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.

 Thanks. Regards.
 Alessandro

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Re: [osg-users] Typo in include/osg/ImageUtils

2010-01-18 Thread Robert Osfield
Hi Juan,

Could you post your fix as a whole modified source file, as you email
is rather difficult to follow.

Cheers,
Robert.

On Mon, Jan 18, 2010 at 10:05 AM, Juan Hernando jherna...@fi.upm.es wrote:
 Dear all,
 Doing some tests with osgvolume we've found a typo in some code dealing with
 RGBA images. It's located at include/osg/ImageUtils line 88:
  case(GL_RGBA):              { for(unsigned int i=0;inum;++i) { float
 r = float(*data)*scale; float g = float(*(data+1))*scale; float b =
 float(*(data+2))*scale; float a = float(*(data+3))*scale;
 operation.rgba(r,g,b,a); *data++ = T(r*inv_scale); *data++ =
 T(g*inv_scale); *data++ = T(g*inv_scale); *data++ = T(a*inv_scale); }
 }  break;

 Notice that g*inv_scale appears instead of b*inv_scale near the end of the
 line.
 I've checked through the web interface that the trunk still has the typo.

 Regards,
 Juan
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Re: [osg-users] Typo in include/osg/ImageUtils

2010-01-18 Thread Juan Hernando

Robert Osfield wrote:

Hi Juan,

Could you post your fix as a whole modified source file, as you email
is rather difficult to follow.

OK, find the file attached.

Cheers,
Juan
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_IMAGEUTILS
#define OSG_IMAGEUTILS 1

#include osg/Export

#include osg/Image

namespace osg {

template typename T, class O
void _readRow(unsigned int num, GLenum pixelFormat, const T* data,float scale, 
O operation)
{
switch(pixelFormat)
{
case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l 
= float(*data++)*scale; operation.luminance(l); } }  break;
case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a 
= float(*data++)*scale; operation.alpha(a); } }  break;
case(GL_LUMINANCE_ALPHA):   { for(unsigned int i=0;inum;++i) { float l 
= float(*data++)*scale; float a = float(*data++)*scale; 
operation.luminance_alpha(l,a); } }  break;
case(GL_RGB):   { for(unsigned int i=0;inum;++i) { float r 
= float(*data++)*scale; float g = float(*data++)*scale; float b = 
float(*data++)*scale; operation.rgb(r,g,b); } }  break;
case(GL_RGBA):  { for(unsigned int i=0;inum;++i) { float r 
= float(*data++)*scale; float g = float(*data++)*scale; float b = 
float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); 
} }  break;
case(GL_BGR):   { for(unsigned int i=0;inum;++i) { float b 
= float(*data++)*scale; float g = float(*data++)*scale; float r = 
float(*data++)*scale; operation.rgb(r,g,b); } }  break;
case(GL_BGRA):  { for(unsigned int i=0;inum;++i) { float b 
= float(*data++)*scale; float g = float(*data++)*scale; float r = 
float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); 
} }  break;
}
}

template class O
void readRow(unsigned int num, GLenum pixelFormat, GLenum dataType, const 
unsigned char* data, O operation)
{
switch(dataType)
{
case(GL_BYTE):  _readRow(num,pixelFormat, (const 
char*)data,1.0f/128.0f,operation); break;
case(GL_UNSIGNED_BYTE): _readRow(num,pixelFormat, (const unsigned 
char*)data,   1.0f/255.0f,operation); break;
case(GL_SHORT): _readRow(num,pixelFormat, (const short*) 
data,  1.0f/32768.0f,  operation); break;
case(GL_UNSIGNED_SHORT):_readRow(num,pixelFormat, (const unsigned 
short*)data,  1.0f/65535.0f,  operation); break;
case(GL_INT):   _readRow(num,pixelFormat, (const int*) 
data,1.0f/2147483648.0f, operation); break;
case(GL_UNSIGNED_INT):  _readRow(num,pixelFormat, (const unsigned 
int*) data,   1.0f/4294967295.0f, operation); break;
case(GL_FLOAT): _readRow(num,pixelFormat, (const float*) 
data,  1.0f,   operation); break;
}
}

template class O
void readImage(const osg::Image* image, O operation)
{
if (!image) return;

for(int r=0;rimage-r();++r)
{
for(int t=0;timage-t();++t)
{
readRow(image-s(), image-getPixelFormat(), image-getDataType(), 
image-data(0,t,r), operation);
}
}
}

// example ModifyOperator
// struct ModifyOperator
// {
// inline void luminance(float l) const {} 
// inline void alpha(float a) const {} 
// inline void luminance_alpha(float l,float a) const {} 
// inline void rgb(float r,float g,float b) const {}
// inline void rgba(float r,float g,float b,float a) const {}
// };


template typename T, class M
void _modifyRow(unsigned int num, GLenum pixelFormat, T* data,float scale, 
const M operation)
{
float inv_scale = 1.0f/scale;
switch(pixelFormat)
{
case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l 
= float(*data)*scale; operation.luminance(l); *data++ = T(l*inv_scale); } }  
break;
case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a 
= float(*data)*scale; operation.alpha(a); *data++ = T(a*inv_scale); } }  break;
case(GL_LUMINANCE_ALPHA):   { for(unsigned int i=0;inum;++i) { float l 
= float(*data)*scale; float a = float(*(data+1))*scale; 
operation.luminance_alpha(l,a); *data++ = T(l*inv_scale); *data++ = 
T(a*inv_scale); } }  break;
case(GL_RGB):   { for(unsigned int 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
Hi Alessandro,

What kind of problems did you have?
I've proposed a modified FBX plugin with writer support (submission still 
pending). So if you have modifications, please tell so that I include them as 
well in future (re-) submissions.

Cheers,

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

- Robert Osfield robert.osfi...@gmail.com a écrit :

 HI Alessandro,
 
 I haven't compiled the FBX plugin personally, but I wouldn't have
 thought it would be difficult to backport it to OSG-2.6, just copy
 the
 code across, add the fbx plugin to the src/osgPlugins/fbx and away
 you
 go.
 
 Robert.
 
 On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
 a.tere...@gmail.com wrote:
  I tried the new FBX plugin that comes with the latest developer
 release (the
  one available on the website as a zip archive). Everything worked
 fine, but
  unfortunately I need to use a previous version of OSG...the version
 I must
  use is still 2.9.6 but in my case the versioned DLL names end with
 61
  (while the latest dev release DLLs end with '62').
 
  So I tried to build the FBX plugin with the OSG version I need and I
 manage
  to build it successfully, but at runtime my applications crash when
 loading
  FBX models (I'm talking also about osgviewer).
 
  Can anyone tell me if it is possible to use the FBX plugin with the
 OSG
  version I talked about or not? If not, can anyone suggest directions
 about
  how to modify OSG in order to use the plugin?
 
  BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.
 
  Thanks. Regards.
  Alessandro
 
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[osg-users] osgQtBrowser error while compiling.

2010-01-18 Thread Ümit Uzun
Hi All,

When I compile last revision on svn I get
c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23)
: fatal error C1083: Cannot open include file: 'QString': No such file or
directory
error because of qwebelement.h class has #include QString and also
osgQtBrowser has only C:\Qt\4.6.0\include path in Additional Include
directories field.
So there should be C:\Qt\4.6.0\include\qt too in CMake configuration to
find QString header, shouldn't there?

Or Am I missing something?
Regards.

Ümit Uzun
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Re: [osg-users] osgQtBrowser error while compiling.

2010-01-18 Thread Ümit Uzun
I have mean C:\Qt\4.6.0\include\QtCore

Ümit Uzun


2010/1/18 Ümit Uzun umituzu...@gmail.com

 Hi All,

 When I compile last revision on svn I get
 c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23)
 : fatal error C1083: Cannot open include file: 'QString': No such file or
 directory
 error because of qwebelement.h class has #include QString and also
 osgQtBrowser has only C:\Qt\4.6.0\include path in Additional Include
 directories field.
 So there should be C:\Qt\4.6.0\include\qt too in CMake configuration to
 find QString header, shouldn't there?

 Or Am I missing something?
 Regards.

 Ümit Uzun

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Tom Tran
Hi Robert,

Thank you so much for your suggestion!

Instead of using ViewMatrix or setProjectionMatrix method, can I set the shear 
parameters of camera's Lens?

How is about relationship of hFOV and vFOV between master channel and slave 
channels?
I have trouble with different ratio between channels.

Many thanks,

Tom

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Robert Osfield
Hi Tom,

On Mon, Jan 18, 2010 at 10:45 AM, Tom Tran burat...@gmail.com wrote:
 Instead of using ViewMatrix or setProjectionMatrix method, can I set the 
 shear parameters of camera's Lens?

You can add a shear by post multiplying the projection matrix, of just
setting it up with an asymetric frustum to begin with.

 How is about relationship of hFOV and vFOV between master channel and slave 
 channels?
 I have trouble with different ratio between channels.

This really isn't an OSG question.  You need to go read some general
documentation on OpenGL projection matrices and so some thinking about
it.

Robert.
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Re: [osg-users] Typo in include/osg/ImageUtils

2010-01-18 Thread Juan Hernando

Hi
The same file seems to have another typo at line 90. I've attached a new 
version, please use that one for the comparison.


Cheers,
Juan
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_IMAGEUTILS
#define OSG_IMAGEUTILS 1

#include osg/Export

#include osg/Image

namespace osg {

template typename T, class O
void _readRow(unsigned int num, GLenum pixelFormat, const T* data,float scale, 
O operation)
{
switch(pixelFormat)
{
case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l 
= float(*data++)*scale; operation.luminance(l); } }  break;
case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a 
= float(*data++)*scale; operation.alpha(a); } }  break;
case(GL_LUMINANCE_ALPHA):   { for(unsigned int i=0;inum;++i) { float l 
= float(*data++)*scale; float a = float(*data++)*scale; 
operation.luminance_alpha(l,a); } }  break;
case(GL_RGB):   { for(unsigned int i=0;inum;++i) { float r 
= float(*data++)*scale; float g = float(*data++)*scale; float b = 
float(*data++)*scale; operation.rgb(r,g,b); } }  break;
case(GL_RGBA):  { for(unsigned int i=0;inum;++i) { float r 
= float(*data++)*scale; float g = float(*data++)*scale; float b = 
float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); 
} }  break;
case(GL_BGR):   { for(unsigned int i=0;inum;++i) { float b 
= float(*data++)*scale; float g = float(*data++)*scale; float r = 
float(*data++)*scale; operation.rgb(r,g,b); } }  break;
case(GL_BGRA):  { for(unsigned int i=0;inum;++i) { float b 
= float(*data++)*scale; float g = float(*data++)*scale; float r = 
float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); 
} }  break;
}
}

template class O
void readRow(unsigned int num, GLenum pixelFormat, GLenum dataType, const 
unsigned char* data, O operation)
{
switch(dataType)
{
case(GL_BYTE):  _readRow(num,pixelFormat, (const 
char*)data,1.0f/128.0f,operation); break;
case(GL_UNSIGNED_BYTE): _readRow(num,pixelFormat, (const unsigned 
char*)data,   1.0f/255.0f,operation); break;
case(GL_SHORT): _readRow(num,pixelFormat, (const short*) 
data,  1.0f/32768.0f,  operation); break;
case(GL_UNSIGNED_SHORT):_readRow(num,pixelFormat, (const unsigned 
short*)data,  1.0f/65535.0f,  operation); break;
case(GL_INT):   _readRow(num,pixelFormat, (const int*) 
data,1.0f/2147483648.0f, operation); break;
case(GL_UNSIGNED_INT):  _readRow(num,pixelFormat, (const unsigned 
int*) data,   1.0f/4294967295.0f, operation); break;
case(GL_FLOAT): _readRow(num,pixelFormat, (const float*) 
data,  1.0f,   operation); break;
}
}

template class O
void readImage(const osg::Image* image, O operation)
{
if (!image) return;

for(int r=0;rimage-r();++r)
{
for(int t=0;timage-t();++t)
{
readRow(image-s(), image-getPixelFormat(), image-getDataType(), 
image-data(0,t,r), operation);
}
}
}

// example ModifyOperator
// struct ModifyOperator
// {
// inline void luminance(float l) const {} 
// inline void alpha(float a) const {} 
// inline void luminance_alpha(float l,float a) const {} 
// inline void rgb(float r,float g,float b) const {}
// inline void rgba(float r,float g,float b,float a) const {}
// };


template typename T, class M
void _modifyRow(unsigned int num, GLenum pixelFormat, T* data,float scale, 
const M operation)
{
float inv_scale = 1.0f/scale;
switch(pixelFormat)
{
case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l 
= float(*data)*scale; operation.luminance(l); *data++ = T(l*inv_scale); } }  
break;
case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a 
= float(*data)*scale; operation.alpha(a); *data++ = T(a*inv_scale); } }  break;
case(GL_LUMINANCE_ALPHA):   { for(unsigned int i=0;inum;++i) { float l 
= float(*data)*scale; float a = float(*(data+1))*scale; 
operation.luminance_alpha(l,a); *data++ = T(l*inv_scale); *data++ = 
T(a*inv_scale); } }  break;
case(GL_RGB):   { for(unsigned int i=0;inum;++i) { float r 
= float(*data)*scale; 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
I cannot figure out exactly where the problem is, I set the notify level to
DEBUG_INFO and all I can see is that the last notification is about the
model file name being loaded (of course a .FBX file). I can say that the
plugin is successfully discovered but I guess that
the problem occurs just when loading the model (not the plugin itself).

If the plugin is supposed to work without modification also with previous
releases, I'd like to help to find out where the problem could be, but I
need directions in order to try something useful. Just to be more precise,
I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs
version number 61 not 62 (ie my build produces osg61-osg.dll,
osg61-osgDB.dll and so on...).

By the way, I didn't modify nor OSG neither the FBX plugin, I just copied
the FBX plugin project from the last dev release to the previous one and
added it to my solution. I managed to build it within the previous release
without any source code modification, but problems occurr only at runtime
with an application crash.

Regards.
Alessandro

On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote:

 Hi Alessandro,

 What kind of problems did you have?
 I've proposed a modified FBX plugin with writer support (submission still
 pending). So if you have modifications, please tell so that I include them
 as well in future (re-) submissions.

 Cheers,

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

 - Robert Osfield robert.osfi...@gmail.com a écrit :

  HI Alessandro,
 
  I haven't compiled the FBX plugin personally, but I wouldn't have
  thought it would be difficult to backport it to OSG-2.6, just copy
  the
  code across, add the fbx plugin to the src/osgPlugins/fbx and away
  you
  go.
 
  Robert.
 
  On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
  a.tere...@gmail.com wrote:
   I tried the new FBX plugin that comes with the latest developer
  release (the
   one available on the website as a zip archive). Everything worked
  fine, but
   unfortunately I need to use a previous version of OSG...the version
  I must
   use is still 2.9.6 but in my case the versioned DLL names end with
  61
   (while the latest dev release DLLs end with '62').
  
   So I tried to build the FBX plugin with the OSG version I need and I
  manage
   to build it successfully, but at runtime my applications crash when
  loading
   FBX models (I'm talking also about osgviewer).
  
   Can anyone tell me if it is possible to use the FBX plugin with the
  OSG
   version I talked about or not? If not, can anyone suggest directions
  about
   how to modify OSG in order to use the plugin?
  
   BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.
  
   Thanks. Regards.
   Alessandro
  
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[osg-users] [osgswig]: ReaderWriter options

2010-01-18 Thread Tuz Ko
Hi,

I'm using r208 of osgswig. In my python code, I have osgDB
readNodeFile method invocation, but am not sure how to specify
ReaderWriter options for it (e.g. to do conversion to inches for FLT
readerwriter), since there is no ReaderWriter options class in the
osgDB.py. My understanding is that in OSG, to set the options, one
would instantiate ReaderWriter options class, set its appropriate
fields and pass on the resulting object to the readNodeFile method.
How could I do that in osgswig? I'd appreciate any hints.

Thanks,
Tuz.
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Re: [osg-users] parallel rendering into texture atlas

2010-01-18 Thread Trajce Nikolov
Hi Robert,

it is not about performance thing. It is still about the light lobes. As in
the sample application that was around the forum, it requires one depth
texture per light lobe. So my wondering was (sorry if the is stupid, but it
is coming from the old ES school), if I can render those Light Lobes
views into texture atlas to get around the texture limits, and as well if
possible from different threads. What you think about this? Do you have some
other suggestions, ideas?

At present the light lobes limitation is up to 7 lights since it uses the gl
lights. Ok, this can be replaced with uniforms to get around this
limitation. I am thinking now about the textures .
Nick

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


On Mon, Jan 18, 2010 at 12:04 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Nick,

 On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  what I am after this time is to have multithreaded rendering into texture
  atlas. Is this feasible with osg? Any thoughts, hints ?

 It's not feasible with graphics cards, OpenGL or by extension the OSG.
  Paul mentions about the potential of sharing OpenGL objects between
 graphics contexts, and the OSG does support this, but this wouldn't
 enable you to get round the fact that the multiple graphics cards
 won't be able to write to the an single FBO at the same time, nor a
 single graphics cards writing to a single FBO in parallel.

 So my hint would be look to another avenue for performance improvement ;-)

 Robert.
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Re: [osg-users] parallel rendering into texture atlas

2010-01-18 Thread Trajce Nikolov
Also, I saw the discussion at osg-submissions about osgposter. Not sure I
understand it correctly, but it suppose to have multiple camera rendering
the poster  or am I wrong ?
Nick

http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey

On Mon, Jan 18, 2010 at 1:38 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi Robert,

 it is not about performance thing. It is still about the light lobes. As in
 the sample application that was around the forum, it requires one depth
 texture per light lobe. So my wondering was (sorry if the is stupid, but it
 is coming from the old ES school), if I can render those Light Lobes
 views into texture atlas to get around the texture limits, and as well if
 possible from different threads. What you think about this? Do you have some
 other suggestions, ideas?

 At present the light lobes limitation is up to 7 lights since it uses the
 gl lights. Ok, this can be replaced with uniforms to get around this
 limitation. I am thinking now about the textures .

 Nick

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


 On Mon, Jan 18, 2010 at 12:04 PM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 HI Nick,

 On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  what I am after this time is to have multithreaded rendering into
 texture
  atlas. Is this feasible with osg? Any thoughts, hints ?

 It's not feasible with graphics cards, OpenGL or by extension the OSG.
  Paul mentions about the potential of sharing OpenGL objects between
 graphics contexts, and the OSG does support this, but this wouldn't
 enable you to get round the fact that the multiple graphics cards
 won't be able to write to the an single FBO at the same time, nor a
 single graphics cards writing to a single FBO in parallel.

 So my hint would be look to another avenue for performance improvement ;-)

 Robert.
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Re: [osg-users] parallel rendering into texture atlas

2010-01-18 Thread Robert Osfield
Hi Nick,

On Mon, Jan 18, 2010 at 11:38 AM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 Hi Robert,
 it is not about performance thing. It is still about the light lobes. As in
 the sample application that was around the forum, it requires one depth
 texture per light lobe. So my wondering was (sorry if the is stupid, but it
 is coming from the old ES school), if I can render those Light Lobes
 views into texture atlas to get around the texture limits, and as well if
 possible from different threads. What you think about this? Do you have some
 other suggestions, ideas?
 At present the light lobes limitation is up to 7 lights since it uses the gl
 lights. Ok, this can be replaced with uniforms to get around this
 limitation. I am thinking now about the textures .

The limit on textures for modern cards is typically pretty generous,
16 or 32 is the norm these days.

Robert.
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[osg-users] HW swap synching with swap groups/barriers

2010-01-18 Thread Tugkan Calapoglu
Hi All,

I have to implement swap synchronization on Linux with NVidia HW. I saw
in the mailing list that there was some discussion on this subject
sometime in 2008 (topic: Feedback sought on osgViewer swap ready support
for clusters). There was even a code submission.

However, I can't find any of the required glx functions in the OSG code
(e.g. glXJoinSwapGroupNV) now, so I think the submission didn't make it
into the core. Or do I miss something?

Does OSG support swap ready for clusters in a different way now?

tugkan
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[osg-users] osgviewerQT and QOSGWidget issues

2010-01-18 Thread Ant Kennedy
Hi,

I am having some issues with the osgviewerQT example. I can get it to build 
fine in OSG 2.9.6 but when using the QOSGWidget the scene is displayed but does 
not appear to be refreshing/clearing properly at each new frame as the image 
appears to be flashing cow/black. Any suggestions on how to fix this?

Many Thanks

Ant

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
Hi Alessandro,

That sounds very strange. There should be no problem using 2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a problem with 
multiple OSG installations??? As I don't know the error you got I can't say 
much more, sorry.

You may try using the last submitted FBX plugin (on osg-submissions) if not 
already done yet. Please tell if you still got issues.

Cheers,

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

- alessandro terenzi a.tere...@gmail.com a écrit :

 I cannot figure out exactly where the problem is, I set the notify
 level to DEBUG_INFO and all I can see is that the last notification is
 about the model file name being loaded (of course a .FBX file). I can
 say that the plugin is successfully discovered but I guess that
 the problem occurs just when loading the model (not the plugin
 itself).
 
 If the plugin is supposed to work without modification also with
 previous releases, I'd like to help to find out where the problem
 could be, but I need directions in order to try something useful. Just
 to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
 2.6.*) but with DLLs version number 61 not 62 (ie my build
 produces osg61-osg.dll, osg61-osgDB.dll and so on...).
 
 By the way, I didn't modify nor OSG neither the FBX plugin, I just
 copied the FBX plugin project from the last dev release to the
 previous one and added it to my solution. I managed to build it within
 the previous release without any source code modification, but
 problems occurr only at runtime with an application crash.
 
 Regards.
 Alessandro
 
 
 On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Alessandro,
 
 What kind of problems did you have?
 I've proposed a modified FBX plugin with writer support (submission
 still pending). So if you have modifications, please tell so that I
 include them as well in future (re-) submissions.
 
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - Robert Osfield  robert.osfi...@gmail.com  a écrit :
 
 
 
 
  HI Alessandro,
 
  I haven't compiled the FBX plugin personally, but I wouldn't have
  thought it would be difficult to backport it to OSG-2.6, just copy
  the
  code across, add the fbx plugin to the src/osgPlugins/fbx and away
  you
  go.
 
  Robert.
 
  On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
   a.tere...@gmail.com  wrote:
   I tried the new FBX plugin that comes with the latest developer
  release (the
   one available on the website as a zip archive). Everything worked
  fine, but
   unfortunately I need to use a previous version of OSG...the
 version
  I must
   use is still 2.9.6 but in my case the versioned DLL names end
 with
  61
   (while the latest dev release DLLs end with '62').
  
   So I tried to build the FBX plugin with the OSG version I need and
 I
  manage
   to build it successfully, but at runtime my applications crash
 when
  loading
   FBX models (I'm talking also about osgviewer).
  
   Can anyone tell me if it is possible to use the FBX plugin with
 the
  OSG
   version I talked about or not? If not, can anyone suggest
 directions
  about
   how to modify OSG in order to use the plugin?
  
   BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.
  
   Thanks. Regards.
   Alessandro
  
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Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-18 Thread Roland Smeenk
Hi Tugkan

the submission was indeed not accepted. We are working with a custom OSG 
version that includes this modification.

kind regards,

Roland Smeenk

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
I've just tried to start with a clean configuration but the crash remains.
Anyway, I found out that the crash happens only if the FBX model contains
textures, if on the other hand I export only the geometry the plugin works
fine also with the previous version of OSG.

I tried to use JPG, TIFF and TGA textures (of course I have the
corrensponding plugins in the osgplugins-2.9.6 directory).

Hope this can suggest you where the problem could be. By the way, I could
also send you a zip containing my built DLLS, osgviewer and the FBX model if
this could be useful.

Regards.
Alessandro

On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote:

 Hi Alessandro,

 That sounds very strange. There should be no problem using 2.9.6.
 Maybe this is related to the project/cmake itself? Or maybe a problem with
 multiple OSG installations??? As I don't know the error you got I can't say
 much more, sorry.

 You may try using the last submitted FBX plugin (on osg-submissions) if not
 already done yet. Please tell if you still got issues.

 Cheers,

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I cannot figure out exactly where the problem is, I set the notify
  level to DEBUG_INFO and all I can see is that the last notification is
  about the model file name being loaded (of course a .FBX file). I can
  say that the plugin is successfully discovered but I guess that
  the problem occurs just when loading the model (not the plugin
  itself).
 
  If the plugin is supposed to work without modification also with
  previous releases, I'd like to help to find out where the problem
  could be, but I need directions in order to try something useful. Just
  to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
  2.6.*) but with DLLs version number 61 not 62 (ie my build
  produces osg61-osg.dll, osg61-osgDB.dll and so on...).
 
  By the way, I didn't modify nor OSG neither the FBX plugin, I just
  copied the FBX plugin project from the last dev release to the
  previous one and added it to my solution. I managed to build it within
  the previous release without any source code modification, but
  problems occurr only at runtime with an application crash.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  What kind of problems did you have?
  I've proposed a modified FBX plugin with writer support (submission
  still pending). So if you have modifications, please tell so that I
  include them as well in future (re-) submissions.
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Robert Osfield  robert.osfi...@gmail.com  a écrit :
 
 
 
 
   HI Alessandro,
  
   I haven't compiled the FBX plugin personally, but I wouldn't have
   thought it would be difficult to backport it to OSG-2.6, just copy
   the
   code across, add the fbx plugin to the src/osgPlugins/fbx and away
   you
   go.
  
   Robert.
  
   On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
a.tere...@gmail.com  wrote:
I tried the new FBX plugin that comes with the latest developer
   release (the
one available on the website as a zip archive). Everything worked
   fine, but
unfortunately I need to use a previous version of OSG...the
  version
   I must
use is still 2.9.6 but in my case the versioned DLL names end
  with
   61
(while the latest dev release DLLs end with '62').
   
So I tried to build the FBX plugin with the OSG version I need and
  I
   manage
to build it successfully, but at runtime my applications crash
  when
   loading
FBX models (I'm talking also about osgviewer).
   
Can anyone tell me if it is possible to use the FBX plugin with
  the
   OSG
version I talked about or not? If not, can anyone suggest
  directions
   about
how to modify OSG in order to use the plugin?
   
BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition.
   
Thanks. Regards.
Alessandro
   
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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
I think it's maybe because of a problem in the code. You really should try the 
FBX plugin posted on osg-submissions to check if it behaves the same or not.

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

- alessandro terenzi a.tere...@gmail.com a écrit :

 I've just tried to start with a clean configuration but the crash
 remains. Anyway, I found out that the crash happens only if the FBX
 model contains textures, if on the other hand I export only the
 geometry the plugin works fine also with the previous version of OSG.
 
 I tried to use JPG, TIFF and TGA textures (of course I have the
 corrensponding plugins in the osgplugins-2.9.6 directory).
 
 Hope this can suggest you where the problem could be. By the way, I
 could also send you a zip containing my built DLLS, osgviewer and the
 FBX model if this could be useful.
 
 Regards.
 Alessandro
 
 
 On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
 Hi Alessandro,
 
 That sounds very strange. There should be no problem using 2.9.6.
 Maybe this is related to the project/cmake itself? Or maybe a problem
 with multiple OSG installations??? As I don't know the error you got I
 can't say much more, sorry.
 
 You may try using the last submitted FBX plugin (on osg-submissions)
 if not already done yet. Please tell if you still got issues.
 
 
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
  I cannot figure out exactly where the problem is, I set the notify
  level to DEBUG_INFO and all I can see is that the last notification
 is
  about the model file name being loaded (of course a .FBX file). I
 can
  say that the plugin is successfully discovered but I guess that
  the problem occurs just when loading the model (not the plugin
  itself).
 
  If the plugin is supposed to work without modification also with
  previous releases, I'd like to help to find out where the problem
  could be, but I need directions in order to try something useful.
 Just
  to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
  2.6.*) but with DLLs version number 61 not 62 (ie my build
  produces osg61-osg.dll, osg61-osgDB.dll and so on...).
 
  By the way, I didn't modify nor OSG neither the FBX plugin, I just
  copied the FBX plugin project from the last dev release to the
  previous one and added it to my solution. I managed to build it
 within
  the previous release without any source code modification, but
  problems occurr only at runtime with an application crash.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
 wrote:
 
 
  Hi Alessandro,
 
  What kind of problems did you have?
  I've proposed a modified FBX plugin with writer support (submission
  still pending). So if you have modifications, please tell so that I
  include them as well in future (re-) submissions.
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - Robert Osfield  robert.osfi...@gmail.com  a écrit :
 
 
 
 
   HI Alessandro,
  
   I haven't compiled the FBX plugin personally, but I wouldn't have
   thought it would be difficult to backport it to OSG-2.6, just copy
   the
   code across, add the fbx plugin to the src/osgPlugins/fbx and away
   you
   go.
  
   Robert.
  
   On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
a.tere...@gmail.com  wrote:
I tried the new FBX plugin that comes with the latest developer
   release (the
one available on the website as a zip archive). Everything
 worked
   fine, but
unfortunately I need to use a previous version of OSG...the
  version
   I must
use is still 2.9.6 but in my case the versioned DLL names end
  with
   61
(while the latest dev release DLLs end with '62').
   
So I tried to build the FBX plugin with the OSG version I need
 and
  I
   manage
to build it successfully, but at runtime my applications crash
  when
   loading
FBX models (I'm talking also about osgviewer).
   
Can anyone tell me if it is possible to use the FBX plugin with
  the
   OSG
version I talked about or not? If not, can anyone suggest
  directions
   about
how to modify OSG in order to use the plugin?
   
BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express
 Edition.
   
Thanks. Regards.
Alessandro
   
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[osg-users] Visibility of faces from current camera position

2010-01-18 Thread Inos Tranac
Hi everyone,

I've got the camera positioned so that it covers all of the objects in the 
scene. Is it possible to find the set of visible faces of those objects from 
the given camera position?

If a face is only partially visible, is there a way to compute how much of its 
total area can actually be seen?

I've searched the forum and found only a brief mention about the depth map 
shadow algorithm, but I'd really appreciate a more detailed hint on how to 
actually tackle this problem with OSG. 

If it's of any importance, I don't need to render the scene at all, I just need 
to compute the areas of the visible faces.

Thank you!

Cheers,
Inos

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Hansoo Kim
Hi buratono,


buratono wrote:
 
 Instead of using ViewMatrix or setProjectionMatrix method, can I set the 
 shear parameters of camera's Lens?
 Tom



I'm developing a visualization system with multidisplay consists of 6 LCDs.
One master machine and three slave machines are devoted to control it. 

Each slave machine has the same system to master(replica),
and have to control 2 LCDs in a column. 
Since a slave machine deals with 2 LCDs as a fullscreen space, 
I think my approach is similar to what you want to do. 

Here is my code to shear viewport of each slave machine. 
I hope it is helpful to your project

==
// get current view frustum
double fLeft, fRight, fTop, fBottom, fNear, fFar = 0.0;

viewer.get()-getCamera()-getProjectionMatrixAsFrustum( fLeft, fRight, 
fBottom, fTop, fNear, fFar );


// View frustum for right two LCDs in a column
if( actOpt.m_eViewLinkPosition == RIGHT ) // please don't care about this
viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fRight/2, fRight, 
fBottom, fTop, fNear, fFar );


// View frustum for left two LCDs in a column
else if( actOpt.m_eViewLinkPosition == LEFT )
viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fLeft, fLeft/2, 
fBottom, fTop, fNear, fFar );


// View frustum for center two LCDs in a column
else if( actOpt.m_eViewLinkPosition == CENTER )
viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fLeft/2, fRight/2, 
fBottom, fTop, fNear, fFar );


VR Lab, Konkuk University, South Korea

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
Ok, I'm going to try...but I've never downloaded code from osg-submissions,
actually I don't know if I need an account...I've looked at the archive but
could not find source code, just messages. Maybe you could zip and send me
the latest submission of the plugin?

Thank you. Kind Regards.
Alessandro

On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:

 I think it's maybe because of a problem in the code. You really should try
 the FBX plugin posted on osg-submissions to check if it behaves the same or
 not.

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a problem
  with multiple OSG installations??? As I don't know the error you got I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code modification, but
   problems occurr only at runtime with an application crash.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
  wrote:
  
  
   Hi Alessandro,
  
   What kind of problems did you have?
   I've proposed a modified FBX plugin with writer support (submission
   still pending). So if you have modifications, please tell so that I
   include them as well in future (re-) submissions.
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Robert Osfield  robert.osfi...@gmail.com  a écrit :
  
  
  
  
HI Alessandro,
   
I haven't compiled the FBX plugin personally, but I wouldn't have
thought it would be difficult to backport it to OSG-2.6, just copy
the
code across, add the fbx plugin to the src/osgPlugins/fbx and away
you
go.
   
Robert.
   
On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
 a.tere...@gmail.com  wrote:
 I tried the new FBX plugin that comes with the latest developer
release (the
 one available on the website as a zip archive). Everything
  worked
fine, but
 unfortunately I need to use a previous version of OSG...the
   version
I must
 use is still 2.9.6 but in my case the versioned DLL names end
   with
61
 (while the latest dev release DLLs end with '62').

 So I tried to build the FBX plugin with the OSG version I need
  and
   I
manage
 to build it successfully, but at runtime my applications crash
   when
loading
 FBX models (I'm talking also about osgviewer).

 Can anyone tell me if it is possible to use the FBX plugin with
   the
OSG
 version I talked about or not? If not, can anyone suggest
   directions
about
 how to modify OSG in order to use the plugin?

 BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express
  Edition.

 Thanks. Regards.
 Alessandro

 

Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Tom Tran

robertosfield wrote:
 
 
 
  Instead of using ViewMatrix or setProjectionMatrix method, can I set the 
  shear parameters of camera's Lens?
  
 
 You can add a shear by post multiplying the projection matrix, of just
 setting it up with an asymetric frustum to begin with.
 
 
  How is about relationship of hFOV and vFOV between master channel and slave 
  channels?
  I have trouble with different ratio between channels.
  
 
 This really isn't an OSG question.  You need to go read some general
 documentation on OpenGL projection matrices and so some thinking about
 it.
 



Many thank Robert.

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[osg-users] [vpb] 3D graphics card required for VPB ?

2010-01-18 Thread Luc Claustres
Hi,

I wonder if VPB requires a 3D graphics card for generation or if it could be 
avoided using some specific options ?

The idea is to use it on a large cluster but without graphics hardware...

If a 3D chipset is mandatory, could you point me out the relevant source code 
portions in order to try to replace it with CPU code...

Thank you!

Cheers,
Luc

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Tom Tran
Hi, Hansoo Kim

 
 I'm developing a visualization system with multidisplay consists of 6 LCDs.
  I think my approach is similar to what you want to do.
 


It is very helpful for me.
I will try it.
Could you give me your e-mail, I think will ask for experience, :-),
my e-mail: .

Many thanks!

Tom

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
It's simply a ZIP on the forum :)
As I did some modifications recently, it's a bit risky to send you source...

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

- alessandro terenzi a.tere...@gmail.com a écrit :

 Ok, I'm going to try...but I've never downloaded code from
 osg-submissions, actually I don't know if I need an account...I've
 looked at the archive but could not find source code, just messages.
 Maybe you could zip and send me the latest submission of the plugin?
 
 Thank you. Kind Regards.
 Alessandro
 
 
 On Mon, Jan 18, 2010 at 4:09 PM, Sukender  suky0...@free.fr  wrote:
 
 
 I think it's maybe because of a problem in the code. You really should
 try the FBX plugin posted on osg-submissions to check if it behaves
 the same or not.
 
 
 
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of
 OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and
 the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
 wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a
 problem
  with multiple OSG installations??? As I don't know the error you got
 I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last
 notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6
 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code modification, but
   problems occurr only at runtime with an application crash.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
  wrote:
  
  
   Hi Alessandro,
  
   What kind of problems did you have?
   I've proposed a modified FBX plugin with writer support
 (submission
   still pending). So if you have modifications, please tell so that
 I
   include them as well in future (re-) submissions.
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Robert Osfield  robert.osfi...@gmail.com  a écrit :
  
  
  
  
HI Alessandro,
   
I haven't compiled the FBX plugin personally, but I wouldn't
 have
thought it would be difficult to backport it to OSG-2.6, just
 copy
the
code across, add the fbx plugin to the src/osgPlugins/fbx and
 away
you
go.
   
Robert.
   
On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
 a.tere...@gmail.com  wrote:
 I tried the new FBX plugin that comes with the latest
 developer
release (the
 one available on the website as a zip archive). Everything
  worked
fine, but
 unfortunately I need to use a previous version of OSG...the
   version
I must
 use is still 2.9.6 but in my case the versioned DLL names
 end
   with
61
 (while the latest dev release DLLs end with '62').

 So I tried to build the FBX plugin with the OSG version I need
  and
   I
manage
 to build it successfully, but at runtime my applications crash
   when
loading
 FBX models (I'm talking also about osgviewer).

 Can anyone tell me if it is possible to use the FBX plugin
 with
   the
   

Re: [osg-users] [vpb] 3D graphics card required for VPB ?

2010-01-18 Thread Robert Osfield
Hi Luc,

A graphics card isn't required, but an OpenGL graphics context is
currently used to create GL compressed mipmapped images in the default
build configuration.  If you don't output to a GL compressed image or
mipmapping format then you don't need GL at all.

VPB does of course use OSG which of course using GL so you'll need it
anyway.  A software rendering such as Mesa will do though so you could
try using this on your cluster.

Robert.

On Mon, Jan 18, 2010 at 3:39 PM, Luc Claustres
luc.claust...@vegatechnologies.fr wrote:
 Hi,

 I wonder if VPB requires a 3D graphics card for generation or if it could be 
 avoided using some specific options ?

 The idea is to use it on a large cluster but without graphics hardware...

 If a 3D chipset is mandatory, could you point me out the relevant source code 
 portions in order to try to replace it with CPU code...

 Thank you!

 Cheers,
 Luc

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Todd J. Furlong

Tom,

This might be overkill for your application, but you could try using VR 
Juggler with OSG:

http://www.vrjuggler.org/

In your VR Juggler configuration, you would specify the physical 
location of the corners of each display in your system in order to get a 
continuous image across multiple display  systems.


-Todd

On 1/18/2010 10:41 AM, Tom Tran wrote:

Hi, Hansoo Kim



I'm developing a visualization system with multidisplay consists of 6 LCDs.
 I think my approach is similar to what you want to do.




It is very helpful for me.
I will try it.
Could you give me your e-mail, I think will ask for experience, :-),
my e-mail: .

Many thanks!

Tom

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Re: [osg-users] multichannel or multi display on three computers

2010-01-18 Thread Tom Tran
Hi Todd J. Furlong,

It sounds great.
I will try it, but later, now I am doing a project in OSG.

Tom,

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
Thank you, I tried both the zip file got from the osg-submission forum and
the zip of previous mail but osgviewer still crashes if the FBX model has
textures.

I just can think only about sending you my zip and model and let you see if
the problem is there also for you.

Regards.
Alessandro

On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
mplati...@pixelpower.comwrote:

  Hi Alessandro,
 here's the latest version of the plugin for you.
 Cheers
 -Michael

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 15:34
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

 Ok, I'm going to try...but I've never downloaded code from osg-submissions,
 actually I don't know if I need an account...I've looked at the archive but
 could not find source code, just messages. Maybe you could zip and send me
 the latest submission of the plugin?

 Thank you. Kind Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:

 I think it's maybe because of a problem in the code. You really should try
 the FBX plugin posted on osg-submissions to check if it behaves the same or
 not.

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a problem
  with multiple OSG installations??? As I don't know the error you got I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code modification, but
   problems occurr only at runtime with an application crash.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
  wrote:
  
  
   Hi Alessandro,
  
   What kind of problems did you have?
   I've proposed a modified FBX plugin with writer support (submission
   still pending). So if you have modifications, please tell so that I
   include them as well in future (re-) submissions.
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Robert Osfield  robert.osfi...@gmail.com  a écrit :
  
  
  
  
HI Alessandro,
   
I haven't compiled the FBX plugin personally, but I wouldn't have
thought it would be difficult to backport it to OSG-2.6, just copy
the
code across, add the fbx plugin to the src/osgPlugins/fbx and away
you
go.
   
Robert.
   
On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
 a.tere...@gmail.com  wrote:
 I tried the new FBX plugin that comes with the latest developer
release (the
 one available on the website as a zip archive). Everything
  worked
fine, but
 unfortunately I need to use a previous version of OSG...the
   

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
Hi Michael,

Did you include the sources I sent to you recently? It seems you haven't 
answered my mails...
Cheers,

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

- alessandro terenzi a.tere...@gmail.com a écrit :

 Thank you, I tried both the zip file got from the osg-submission forum
 and
 the zip of previous mail but osgviewer still crashes if the FBX model
 has
 textures.
 
 I just can think only about sending you my zip and model and let you
 see if
 the problem is there also for you.
 
 Regards.
 Alessandro
 
 On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
 mplati...@pixelpower.comwrote:
 
   Hi Alessandro,
  here's the latest version of the plugin for you.
  Cheers
  -Michael
 
   --
  *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
  osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
 *alessandro
  terenzi
  *Sent:* 18 January 2010 15:34
  *To:* OpenSceneGraph Users
  *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
 
  Ok, I'm going to try...but I've never downloaded code from
 osg-submissions,
  actually I don't know if I need an account...I've looked at the
 archive but
  could not find source code, just messages. Maybe you could zip and
 send me
  the latest submission of the plugin?
 
  Thank you. Kind Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:
 
  I think it's maybe because of a problem in the code. You really
 should try
  the FBX plugin posted on osg-submissions to check if it behaves the
 same or
  not.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi a.tere...@gmail.com a écrit :
 
   I've just tried to start with a clean configuration but the
 crash
   remains. Anyway, I found out that the crash happens only if the
 FBX
   model contains textures, if on the other hand I export only the
   geometry the plugin works fine also with the previous version of
 OSG.
  
   I tried to use JPG, TIFF and TGA textures (of course I have the
   corrensponding plugins in the osgplugins-2.9.6 directory).
  
   Hope this can suggest you where the problem could be. By the way,
 I
   could also send you a zip containing my built DLLS, osgviewer and
 the
   FBX model if this could be useful.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
 wrote:
  
  
   Hi Alessandro,
  
   That sounds very strange. There should be no problem using
 2.9.6.
   Maybe this is related to the project/cmake itself? Or maybe a
 problem
   with multiple OSG installations??? As I don't know the error you
 got I
   can't say much more, sorry.
  
   You may try using the last submitted FBX plugin (on
 osg-submissions)
   if not already done yet. Please tell if you still got issues.
  
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi  a.tere...@gmail.com  a écrit :
  
  
  
  
I cannot figure out exactly where the problem is, I set the
 notify
level to DEBUG_INFO and all I can see is that the last
 notification
   is
about the model file name being loaded (of course a .FBX file).
 I
   can
say that the plugin is successfully discovered but I guess
 that
the problem occurs just when loading the model (not the plugin
itself).
   
If the plugin is supposed to work without modification also
 with
previous releases, I'd like to help to find out where the
 problem
could be, but I need directions in order to try something
 useful.
   Just
to be more precise, I'm trying to use the plugin with OSG 2.9.6
 (not
2.6.*) but with DLLs version number 61 not 62 (ie my build
produces osg61-osg.dll, osg61-osgDB.dll and so on...).
   
By the way, I didn't modify nor OSG neither the FBX plugin, I
 just
copied the FBX plugin project from the last dev release to the
previous one and added it to my solution. I managed to build
 it
   within
the previous release without any source code modification, but
problems occurr only at runtime with an application crash.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr
 
   wrote:
   
   
Hi Alessandro,
   
What kind of problems did you have?
I've proposed a modified FBX plugin with writer support
 (submission
still pending). So if you have modifications, please tell so
 that I
include them as well in future (re-) submissions.
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- Robert Osfield  robert.osfi...@gmail.com  a écrit :
   
   
   
   
 HI Alessandro,

 I haven't compiled the FBX plugin personally, but I wouldn't
 have
 thought it would be difficult to backport it to OSG-2.6, just
 copy
 the

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender
Forget about my message, I just got my answer on osg-submissions!

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

- Sukender suky0...@free.fr a écrit :

 Hi Michael,
 
 Did you include the sources I sent to you recently? It seems you
 haven't answered my mails...
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
 
 - alessandro terenzi a.tere...@gmail.com a écrit :
 
  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you
  see if
  the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi a.tere...@gmail.com a écrit :
  
I've just tried to start with a clean configuration but the
  crash
remains. Anyway, I found out that the crash happens only if the
  FBX
model contains textures, if on the other hand I export only the
geometry the plugin works fine also with the previous version
 of
  OSG.
   
I tried to use JPG, TIFF and TGA textures (of course I have the
corrensponding plugins in the osgplugins-2.9.6 directory).
   
Hope this can suggest you where the problem could be. By the
 way,
  I
could also send you a zip containing my built DLLS, osgviewer
 and
  the
FBX model if this could be useful.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi Alessandro,
   
That sounds very strange. There should be no problem using
  2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a
  problem
with multiple OSG installations??? As I don't know the error
 you
  got I
can't say much more, sorry.
   
You may try using the last submitted FBX plugin (on
  osg-submissions)
if not already done yet. Please tell if you still got issues.
   
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- alessandro terenzi  a.tere...@gmail.com  a écrit :
   
   
   
   
 I cannot figure out exactly where the problem is, I set the
  notify
 level to DEBUG_INFO and all I can see is that the last
  notification
is
 about the model file name being loaded (of course a .FBX
 file).
  I
can
 say that the plugin is successfully discovered but I guess
  that
 the problem occurs just when loading the model (not the
 plugin
 itself).

 If the plugin is supposed to work without modification also
  with
 previous releases, I'd like to help to find out where the
  problem
 could be, but I need directions in order to try something
  useful.
Just
 to be more precise, I'm trying to use the plugin with OSG
 2.9.6
  (not
 2.6.*) but with DLLs version number 61 not 62 (ie my
 build
 produces osg61-osg.dll, osg61-osgDB.dll and so on...).

 By the way, I didn't modify nor OSG neither the FBX plugin, I
  just
 copied the FBX plugin project from the last dev release to
 the
 previous one and added it to my solution. I managed to build
  it
within
 the previous release without any source code modification,
 but
 problems occurr only at runtime with an application crash.

 Regards.
 Alessandro


 On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr
  
wrote:


 Hi Alessandro,

 What kind of problems did you have?
 I've proposed a modified FBX plugin with writer support
  (submission
 still pending). So if you have modifications, please tell so
  that I
 include them as well in future (re-) submissions.

   

Re: [osg-users] Unable to manipulate the node after using AnimationPath

2010-01-18 Thread Nguyen Tien Dat
Thank Robert. It works.
Dat

On Mon, Jan 18, 2010 at 3:53 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Dat,

 If you are finished with the animation then just remove the animation
 path callback.

 Robert.


 On Fri, Jan 15, 2010 at 7:52 PM, Nguyen Tien Dat tienda...@gmail.com wrote:
 Dear all,
 I have a scene structure like this:
 rootNode - matrixTranformNode - objectNode

 I modify the position and orientation of the object by setting the
 matrix of the matrixTranformNode and it works well. But the problem
 appears when I try to use animation path. I create an animation path
 like this:

     osg::AnimationPath* animationPath = new osg::AnimationPath;
     animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
     //initialize startPoint, endPoint, rotation
    animationPath-insert(0.0,osg::AnimationPath::ControlPoint(startPoint
 , rotation));
    animationPath-insert(0.0,osg::AnimationPath::ControlPoint(endPoint
 , rotation));
    matrixTranformNode-setUpdateCallback(new
 osg::AnimationPathCallback(animationPath));

 The animation looks as expected. But after the animation I try to
 update the matrix of matrixTranformNode, it doesn't work properly. The
 object is still in the place of the last frame of animation, and it
 won't change its position and orientation no matter how I try to
 change the matrix. When I try to call getMatrix method of
 matrixTransformNode, the matrix is changed as I set it. But the object
 isn't displayed correctly.
 Could any of you tell me what happens with the matrixTransformNode
 after the animation? How can I manipulate the object again after the
 animation?
 Note that I did try to replace the matrixTransformNode by a new one
 (so the scene structure is rootNode - newMatrixTransformNode -
 objectNode), and then I could manipulate the object again. But this
 doesn't work smoothly when you want to have continuous motion between
 the animation created by AnimationPath and the animation created by
 your manipulation.
 Thanks,
 Dat
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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

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


[osg-users] QT GL widget: switch to full screen vanishes scene graph parts

2010-01-18 Thread Maurice Moss
Hi,

i am using a QT widget inherited from osgViewer::Viewer and QGLWidget.
Scenegraph works fine until switching to full screen mode with the QT 
showFullScreen().

Parts of my scenegraph are not drawn any more although a debug write to an osg 
file shows the complete tree as before the switch.

Could it be I have to preserve the GL context or have display lists/vertex 
arrays recompiled?

Thank you!

Cheers,
Maurice

--
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http://forum.openscenegraph.org/viewtopic.php?p=22812#22812





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Re: [osg-users] osgviewerQT and QOSGWidget issues

2010-01-18 Thread Don Leich

Hi Ant,

This has come up before and there are a few changes that should fix this.
I think it's possible that one or the other fix will solve your problem.
It was inconclusive if one or the other works in all or just some cases,
but it seems safe to do both fixes.

1) Override virtual function QPaintEngine to do nothing.

2) Remove the setting for Qt::WA_NoSystemBackground and replace with
Qt::WA_OpaquePaintEvent and Qt::WA_PaintOnScreen.

Also, look at this thread:
http://forum.openscenegraph.org/viewtopic.php?p=21688#21688


-Don

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Re: [osg-users] osgviewerQT and QOSGWidget issues

2010-01-18 Thread Martin Beckett
Theres a problem with the QOSGwidget (at least on windows)
You need to add a:


Code:
QPaintEngine* QOSGWidget::paintEngine () const 
{ 
return 0; 
}



see  http://forum.openscenegraph.org/viewtopic.php?t=4432highlight=

Martin

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Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
Sukender, would you not also have to remove all the #include osg/header 
from each cpp file for all the headers that are in the PCH?

Otherwise doesn't Visual Studio just parse them again anyway?

Martin

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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Michael Platings
I sent you a few emails (suky0...@free.fr) but it seems you don't receive them 
if I email you directly!
Let me know if  there are any further changes you'd like to make on top of my 
alterations.
Cheers
-Michael

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 18 January 2010 16:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBX plugin and previous OSG releases...

Forget about my message, I just got my answer on osg-submissions!

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

- Sukender suky0...@free.fr a écrit :

 Hi Michael,
 
 Did you include the sources I sent to you recently? It seems you 
 haven't answered my mails...
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine - 
 http://pvle.sourceforge.net/
 
 - alessandro terenzi a.tere...@gmail.com a écrit :
 
  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you 
  see if the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine - 
   http://pvle.sourceforge.net/
  
   - alessandro terenzi a.tere...@gmail.com a écrit :
  
I've just tried to start with a clean configuration but the
  crash
remains. Anyway, I found out that the crash happens only if the
  FBX
model contains textures, if on the other hand I export only the 
geometry the plugin works fine also with the previous version
 of
  OSG.
   
I tried to use JPG, TIFF and TGA textures (of course I have the 
corrensponding plugins in the osgplugins-2.9.6 directory).
   
Hope this can suggest you where the problem could be. By the
 way,
  I
could also send you a zip containing my built DLLS, osgviewer
 and
  the
FBX model if this could be useful.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi Alessandro,
   
That sounds very strange. There should be no problem using
  2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a
  problem
with multiple OSG installations??? As I don't know the error
 you
  got I
can't say much more, sorry.
   
You may try using the last submitted FBX plugin (on
  osg-submissions)
if not already done yet. Please tell if you still got issues.
   
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine - 
http://pvle.sourceforge.net/
   
- alessandro terenzi  a.tere...@gmail.com  a écrit :
   
   
   
   
 I cannot figure out exactly where the problem is, I set the
  notify
 level to DEBUG_INFO and all I can see is that the last
  notification
is
 about the model file name being loaded (of course a .FBX
 file).
  I
can
 say that the plugin is successfully discovered but I guess
  that
 the problem occurs just when loading the model (not the
 plugin
 itself).

 If the plugin is supposed to work without modification also
  with
 previous releases, I'd like to help to find out where the
  problem
 could be, but I need directions in order to try something
  useful.
Just
 to be more precise, I'm trying to use the plugin with OSG
 2.9.6
  (not
 2.6.*) but with DLLs version number 61 not 62 (ie my
 build
 produces osg61-osg.dll, osg61-osgDB.dll and so on...).

 By the way, I didn't modify nor OSG neither the FBX plugin, I
  just
 copied the FBX plugin project from the last dev release to
 the
 previous one and added it to my solution. I managed to build
  it
within
 the previous release without any source code 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Michael Platings
Hi Alessandro
I'll be happy to look at this. Please send me a zip of your model and textures 
and I'll see if I can repeat the bug.
Cheers



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of alessandro 
terenzi
Sent: 18 January 2010 16:27
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBX plugin and previous OSG releases...


Thank you, I tried both the zip file got from the osg-submission forum and the 
zip of previous mail but osgviewer still crashes if the FBX model has textures.

I just can think only about sending you my zip and model and let you see if the 
problem is there also for you.

Regards.
Alessandro


On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com 
wrote:


Hi Alessandro,
here's the latest version of the plugin for you.
Cheers
-Michael



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of alessandro 
terenzi
Sent: 18 January 2010 15:34
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBX plugin and previous OSG releases...


Ok, I'm going to try...but I've never downloaded code from 
osg-submissions, actually I don't know if I need an account...I've looked at 
the archive but could not find source code, just messages. Maybe you could zip 
and send me the latest submission of the plugin?

Thank you. Kind Regards.
Alessandro


On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:


I think it's maybe because of a problem in the code. You really 
should try the FBX plugin posted on osg-submissions to check if it behaves the 
same or not.


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

- alessandro terenzi a.tere...@gmail.com a écrit :

 I've just tried to start with a clean configuration but the 
crash
 remains. Anyway, I found out that the crash happens only if 
the FBX
 model contains textures, if on the other hand I export only 
the
 geometry the plugin works fine also with the previous version 
of OSG.

 I tried to use JPG, TIFF and TGA textures (of course I have 
the
 corrensponding plugins in the osgplugins-2.9.6 directory).

 Hope this can suggest you where the problem could be. By the 
way, I
 could also send you a zip containing my built DLLS, osgviewer 
and the
 FBX model if this could be useful.

 Regards.
 Alessandro


 On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
 wrote:


 Hi Alessandro,

 That sounds very strange. There should be no problem using 
2.9.6.
 Maybe this is related to the project/cmake itself? Or maybe a 
problem
 with multiple OSG installations??? As I don't know the error 
you got I
 can't say much more, sorry.

 You may try using the last submitted FBX plugin (on 
osg-submissions)
 if not already done yet. Please tell if you still got issues.


 Cheers,

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

 - alessandro terenzi  a.tere...@gmail.com  a écrit :




  I cannot figure out exactly where the problem is, I set the 
notify
  level to DEBUG_INFO and all I can see is that the last 
notification
 is
  about the model file name being loaded (of course a .FBX 
file). I
 can
  say that the plugin is successfully discovered but I guess 
that
  the problem occurs just when loading the model (not the 
plugin
  itself).
 
  If the plugin is supposed to work without modification also 
with
  previous releases, I'd like to help to find out where the 
problem
  could be, but I need directions in order to try something 
useful.
 Just
  to be more precise, I'm trying to use the plugin with OSG 
2.9.6 (not
  2.6.*) but with DLLs version number 61 not 62 (ie my 
build
  produces 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
Thanks Michael, I'm sending the attachments to your email address because
they are quite huge.

Regards.
Alessandro

On Mon, Jan 18, 2010 at 7:20 PM, Michael Platings
mplati...@pixelpower.comwrote:

  Hi Alessandro
 I'll be happy to look at this. Please send me a zip of your model and
 textures and I'll see if I can repeat the bug.
 Cheers

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 16:27

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

 Thank you, I tried both the zip file got from the osg-submission forum and
 the zip of previous mail but osgviewer still crashes if the FBX model has
 textures.

 I just can think only about sending you my zip and model and let you see if
 the problem is there also for you.

 Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings 
 mplati...@pixelpower.com wrote:

  Hi Alessandro,
 here's the latest version of the plugin for you.
 Cheers
 -Michael

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 15:34
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

   Ok, I'm going to try...but I've never downloaded code from
 osg-submissions, actually I don't know if I need an account...I've looked at
 the archive but could not find source code, just messages. Maybe you could
 zip and send me the latest submission of the plugin?

 Thank you. Kind Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:

 I think it's maybe because of a problem in the code. You really should
 try the FBX plugin posted on osg-submissions to check if it behaves the same
 or not.

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a problem
  with multiple OSG installations??? As I don't know the error you got I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code modification, but
   problems occurr only at runtime with an application crash.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
  wrote:
  
  
   Hi Alessandro,
  
   What kind of problems did you have?
   I've proposed a modified FBX plugin with writer support (submission
   still pending). So if you have modifications, please tell so that I
   include them as well in future (re-) submissions.
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - Robert Osfield  

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
Hi Alessandro,

As I understand there is dll hells. Please be careful to reach different
version of osg and osg_plugin. Try to use dependency walker to check your
programs using dlls. I had same problem and solution is clear environment
where different versioned osg dlls (plugins and core osg dlls) doesn't
interfere.

HTH.

Ümit Uzun


2010/1/18 Michael Platings mplati...@pixelpower.com

  Hi Alessandro
 I'll be happy to look at this. Please send me a zip of your model and
 textures and I'll see if I can repeat the bug.
 Cheers

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 16:27

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

 Thank you, I tried both the zip file got from the osg-submission forum and
 the zip of previous mail but osgviewer still crashes if the FBX model has
 textures.

 I just can think only about sending you my zip and model and let you see if
 the problem is there also for you.

 Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings 
 mplati...@pixelpower.com wrote:

  Hi Alessandro,
 here's the latest version of the plugin for you.
 Cheers
 -Michael

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 15:34
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

   Ok, I'm going to try...but I've never downloaded code from
 osg-submissions, actually I don't know if I need an account...I've looked at
 the archive but could not find source code, just messages. Maybe you could
 zip and send me the latest submission of the plugin?

 Thank you. Kind Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:

 I think it's maybe because of a problem in the code. You really should
 try the FBX plugin posted on osg-submissions to check if it behaves the same
 or not.

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a problem
  with multiple OSG installations??? As I don't know the error you got I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code modification, but
   problems occurr only at runtime with an application crash.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 11:23 AM, Sukender  suky0...@free.fr 
  wrote:
  
  
   Hi Alessandro,
  
   What kind of problems did you have?
   I've proposed a modified FBX plugin with writer support (submission
   still pending). So if you have modifications, please tell so that I
  

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
I checked but it looks like that the FBX plugin DLL depends only on:

ot11-OpenThreads.dll
osg61-osg.dll
osg61-osgDB.dll
osg61-osgAnimation.dll

(not considering other windows related dlls and the runtime)...anyway the
required dependencies are found I guess.

Thanks anyway for the suggestion.
Regards.
Alessandro

On Mon, Jan 18, 2010 at 7:42 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Alessandro,

 As I understand there is dll hells. Please be careful to reach different
 version of osg and osg_plugin. Try to use dependency walker to check your
 programs using dlls. I had same problem and solution is clear environment
 where different versioned osg dlls (plugins and core osg dlls) doesn't
 interfere.

 HTH.

 Ümit Uzun


 2010/1/18 Michael Platings mplati...@pixelpower.com

  Hi Alessandro
 I'll be happy to look at this. Please send me a zip of your model and
 textures and I'll see if I can repeat the bug.
 Cheers

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 16:27

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

 Thank you, I tried both the zip file got from the osg-submission forum and
 the zip of previous mail but osgviewer still crashes if the FBX model has
 textures.

 I just can think only about sending you my zip and model and let you see
 if the problem is there also for you.

 Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings 
 mplati...@pixelpower.com wrote:

  Hi Alessandro,
 here's the latest version of the plugin for you.
 Cheers
 -Michael

  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* 18 January 2010 15:34
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...

   Ok, I'm going to try...but I've never downloaded code from
 osg-submissions, actually I don't know if I need an account...I've looked at
 the archive but could not find source code, just messages. Maybe you could
 zip and send me the latest submission of the plugin?

 Thank you. Kind Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote:

 I think it's maybe because of a problem in the code. You really should
 try the FBX plugin posted on osg-submissions to check if it behaves the 
 same
 or not.

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  I've just tried to start with a clean configuration but the crash
  remains. Anyway, I found out that the crash happens only if the FBX
  model contains textures, if on the other hand I export only the
  geometry the plugin works fine also with the previous version of OSG.
 
  I tried to use JPG, TIFF and TGA textures (of course I have the
  corrensponding plugins in the osgplugins-2.9.6 directory).
 
  Hope this can suggest you where the problem could be. By the way, I
  could also send you a zip containing my built DLLS, osgviewer and the
  FBX model if this could be useful.
 
  Regards.
  Alessandro
 
 
  On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr  wrote:
 
 
  Hi Alessandro,
 
  That sounds very strange. There should be no problem using 2.9.6.
  Maybe this is related to the project/cmake itself? Or maybe a problem
  with multiple OSG installations??? As I don't know the error you got I
  can't say much more, sorry.
 
  You may try using the last submitted FBX plugin (on osg-submissions)
  if not already done yet. Please tell if you still got issues.
 
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi  a.tere...@gmail.com  a écrit :
 
 
 
 
   I cannot figure out exactly where the problem is, I set the notify
   level to DEBUG_INFO and all I can see is that the last notification
  is
   about the model file name being loaded (of course a .FBX file). I
  can
   say that the plugin is successfully discovered but I guess that
   the problem occurs just when loading the model (not the plugin
   itself).
  
   If the plugin is supposed to work without modification also with
   previous releases, I'd like to help to find out where the problem
   could be, but I need directions in order to try something useful.
  Just
   to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not
   2.6.*) but with DLLs version number 61 not 62 (ie my build
   produces osg61-osg.dll, osg61-osgDB.dll and so on...).
  
   By the way, I didn't modify nor OSG neither the FBX plugin, I just
   copied the FBX plugin project from the last dev release to the
   previous one and added it to my solution. I managed to build it
  within
   the previous release without any source code 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Sukender

Arg! Please avoid sending email addresses in clear (because of harvesters)...
Anyway, I'll mmerge your changes ASAP and give you feedback.
Cheers,

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

Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings mplati...@pixelpower.com 
a écrit:


I sent you a few emails (suky0...@free.fr) but it seems you don't receive them 
if I email you directly!
Let me know if  there are any further changes you'd like to make on top of my 
alterations.
Cheers
-Michael

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 18 January 2010 16:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBX plugin and previous OSG releases...

Forget about my message, I just got my answer on osg-submissions!

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

- Sukender suky0...@free.fr a écrit :


Hi Michael,

Did you include the sources I sent to you recently? It seems you
haven't answered my mails...
Cheers,

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

- alessandro terenzi a.tere...@gmail.com a écrit :

 Thank you, I tried both the zip file got from the osg-submission
forum
 and
 the zip of previous mail but osgviewer still crashes if the FBX
model
 has
 textures.

 I just can think only about sending you my zip and model and let you
 see if the problem is there also for you.

 Regards.
 Alessandro

 On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
 mplati...@pixelpower.comwrote:

   Hi Alessandro,
  here's the latest version of the plugin for you.
  Cheers
  -Michael
 
   --
  *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
  osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
 *alessandro
  terenzi
  *Sent:* 18 January 2010 15:34
  *To:* OpenSceneGraph Users
  *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
 
  Ok, I'm going to try...but I've never downloaded code from
 osg-submissions,
  actually I don't know if I need an account...I've looked at the
 archive but
  could not find source code, just messages. Maybe you could zip and
 send me
  the latest submission of the plugin?
 
  Thank you. Kind Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
wrote:
 
  I think it's maybe because of a problem in the code. You really
 should try
  the FBX plugin posted on osg-submissions to check if it behaves
the
 same or
  not.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
  - alessandro terenzi a.tere...@gmail.com a écrit :
 
   I've just tried to start with a clean configuration but the
 crash
   remains. Anyway, I found out that the crash happens only if the
 FBX
   model contains textures, if on the other hand I export only the
   geometry the plugin works fine also with the previous version
of
 OSG.
  
   I tried to use JPG, TIFF and TGA textures (of course I have the
   corrensponding plugins in the osgplugins-2.9.6 directory).
  
   Hope this can suggest you where the problem could be. By the
way,
 I
   could also send you a zip containing my built DLLS, osgviewer
and
 the
   FBX model if this could be useful.
  
   Regards.
   Alessandro
  
  
   On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
 wrote:
  
  
   Hi Alessandro,
  
   That sounds very strange. There should be no problem using
 2.9.6.
   Maybe this is related to the project/cmake itself? Or maybe a
 problem
   with multiple OSG installations??? As I don't know the error
you
 got I
   can't say much more, sorry.
  
   You may try using the last submitted FBX plugin (on
 osg-submissions)
   if not already done yet. Please tell if you still got issues.
  
  
   Cheers,
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi  a.tere...@gmail.com  a écrit :
  
  
  
  
I cannot figure out exactly where the problem is, I set the
 notify
level to DEBUG_INFO and all I can see is that the last
 notification
   is
about the model file name being loaded (of course a .FBX
file).
 I
   can
say that the plugin is successfully discovered but I guess
 that
the problem occurs just when loading the model (not the
plugin
itself).
   
If the plugin is supposed to work without modification also
 with
previous releases, I'd like to help to find out where the
 problem
could be, but I need directions in order to try something
 useful.
   Just
to be more precise, I'm trying to use the plugin with OSG
2.9.6
 (not
2.6.*) but with DLLs version number 61 not 62 (ie my
build
produces osg61-osg.dll, osg61-osgDB.dll and so on...).
   
By the way, I didn't modify nor OSG neither the FBX plugin, I
 just
copied the FBX plugin project from the 

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Sukender

Le Mon, 18 Jan 2010 18:39:54 +0100, Martin Beckett m...@mgbeckett.com a écrit:


Sukender, would you not also have to remove all the #include osg/header 
from each cpp file for all the headers that are in the PCH?

Otherwise doesn't Visual Studio just parse them again anyway?

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22832#22832





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



Of course not!
Headers are guarded wuth #ifndef directives.

--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
Hi Alessandro,

Maybe problem in osg plugin interfere. So you can't see from dependency
walker. As you see osg plugins aren,t named with their version like
osg61 So they can be used which doen,t belong your exiting osg core
version. Most probably plugin inteference is your problem. Delete all
plugin's on your system(all plugins which you can reach from your Path
Environment Variables) and rebuild with your existing OSG version again.
This would solve your problem.

Regards.

Ümit Uzun


2010/1/18 Sukender suky0...@free.fr

 Arg! Please avoid sending email addresses in clear (because of
 harvesters)...
 Anyway, I'll mmerge your changes ASAP and give you feedback.

 Cheers,

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

 Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings 
 mplati...@pixelpower.com a écrit:


  I sent you a few emails (suky0...@free.fr) but it seems you don't receive
 them if I email you directly!
 Let me know if  there are any further changes you'd like to make on top of
 my alterations.
 Cheers
 -Michael

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
 Sent: 18 January 2010 16:30
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] FBX plugin and previous OSG releases...

 Forget about my message, I just got my answer on osg-submissions!

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

 - Sukender suky0...@free.fr a écrit :

  Hi Michael,

 Did you include the sources I sent to you recently? It seems you
 haven't answered my mails...
 Cheers,

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you
  see if the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi a.tere...@gmail.com a écrit :
  
I've just tried to start with a clean configuration but the
  crash
remains. Anyway, I found out that the crash happens only if the
  FBX
model contains textures, if on the other hand I export only the
geometry the plugin works fine also with the previous version
 of
  OSG.
   
I tried to use JPG, TIFF and TGA textures (of course I have the
corrensponding plugins in the osgplugins-2.9.6 directory).
   
Hope this can suggest you where the problem could be. By the
 way,
  I
could also send you a zip containing my built DLLS, osgviewer
 and
  the
FBX model if this could be useful.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi Alessandro,
   
That sounds very strange. There should be no problem using
  2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a
  problem
with multiple OSG installations??? As I don't know the error
 you
  got I
can't say much more, sorry.
   
You may try using the last submitted FBX plugin (on
  osg-submissions)
if not already done yet. Please tell if you still got issues.
   
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- alessandro terenzi  a.tere...@gmail.com  a écrit :
   
   
   
   
 I cannot figure out exactly where the problem is, I set the
  notify
 level to DEBUG_INFO and all I can see is that the last
  notification
is
 about the model file name being loaded (of course a .FBX
 file).
  I
can
  

Re: [osg-users] highlight an object with osgFX::Scribe

2010-01-18 Thread Nguyen Tien Dat
Hi Ulrich,
Eventually, I have time to try your project. I use the latest one at
http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it
doesn't work. I don't see the outline around the object when I run
your example. I'm successful to compile your Outline project with
osgFX, but nothing shows up.
I don't know what to provide you to debug, so please let me know if I
can be any help.
Thanks,
Dat

On Mon, Nov 16, 2009 at 3:53 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 Hi J-S,

 On 13/11/09 3:48 PM, Jean-Sébastien Guay wrote:

 I would very much like to hear if there's a solution to this problem.
 There is osgUtil::DisplayRequirementsVisitor but this apparently isn't
 used anywhere.

 I wouldn't worry about it. Requiring that the stencil buffer be enabled
 is a sound requirement, and one you can easily document and leave to the
 user to make sure they have it enabled...

 After taking another look at the code with your suggestion in mind I
 realized that this would get me rid of an ugly cull callback just to clear
 the stencil buffer.

 You're right I shouldn't have worried about it too, this is clearly a better
 solution.

 Cheers,
 /ulrich
 ___
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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
I will try your suggestion Ümit...by the way, did you have exactly the same
problem o mine? I mean no crashes if the FBX model contains no textures
whereas crashes if the model contains some textures?

Thanks.
Alessandro

On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Alessandro,

 Maybe problem in osg plugin interfere. So you can't see from dependency
 walker. As you see osg plugins aren,t named with their version like
 osg61 So they can be used which doen,t belong your exiting osg core
 version. Most probably plugin inteference is your problem. Delete all
 plugin's on your system(all plugins which you can reach from your Path
 Environment Variables) and rebuild with your existing OSG version again.
 This would solve your problem.

 Regards.

 Ümit Uzun


 2010/1/18 Sukender suky0...@free.fr

 Arg! Please avoid sending email addresses in clear (because of
 harvesters)...
 Anyway, I'll mmerge your changes ASAP and give you feedback.

 Cheers,

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

 Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings 
 mplati...@pixelpower.com a écrit:


  I sent you a few emails (suky0...@free.fr) but it seems you don't
 receive them if I email you directly!
 Let me know if  there are any further changes you'd like to make on top
 of my alterations.
 Cheers
 -Michael

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
 Sent: 18 January 2010 16:30
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] FBX plugin and previous OSG releases...

 Forget about my message, I just got my answer on osg-submissions!

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

 - Sukender suky0...@free.fr a écrit :

  Hi Michael,

 Did you include the sources I sent to you recently? It seems you
 haven't answered my mails...
 Cheers,

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you
  see if the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi a.tere...@gmail.com a écrit :
  
I've just tried to start with a clean configuration but the
  crash
remains. Anyway, I found out that the crash happens only if the
  FBX
model contains textures, if on the other hand I export only the
geometry the plugin works fine also with the previous version
 of
  OSG.
   
I tried to use JPG, TIFF and TGA textures (of course I have the
corrensponding plugins in the osgplugins-2.9.6 directory).
   
Hope this can suggest you where the problem could be. By the
 way,
  I
could also send you a zip containing my built DLLS, osgviewer
 and
  the
FBX model if this could be useful.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi Alessandro,
   
That sounds very strange. There should be no problem using
  2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a
  problem
with multiple OSG installations??? As I don't know the error
 you
  got I
can't say much more, sorry.
   
You may try using the last submitted FBX plugin (on
  osg-submissions)
if not already done yet. Please tell if you still got issues.
   
   
Cheers,
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
- 

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
I have had same problem on different plugin while loading my model on
runtime. After that I reliazed that version inconsistent with target plugin
with my OSG. After recompilation problem disapperead.

Ümit Uzun


2010/1/18 alessandro terenzi a.tere...@gmail.com

 I will try your suggestion Ümit...by the way, did you have exactly the same
 problem o mine? I mean no crashes if the FBX model contains no textures
 whereas crashes if the model contains some textures?

 Thanks.
 Alessandro


 On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Alessandro,

 Maybe problem in osg plugin interfere. So you can't see from dependency
 walker. As you see osg plugins aren,t named with their version like
 osg61 So they can be used which doen,t belong your exiting osg core
 version. Most probably plugin inteference is your problem. Delete all
 plugin's on your system(all plugins which you can reach from your Path
 Environment Variables) and rebuild with your existing OSG version again.
 This would solve your problem.

 Regards.

 Ümit Uzun


 2010/1/18 Sukender suky0...@free.fr

 Arg! Please avoid sending email addresses in clear (because of
 harvesters)...
 Anyway, I'll mmerge your changes ASAP and give you feedback.

 Cheers,

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

 Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings 
 mplati...@pixelpower.com a écrit:


  I sent you a few emails (suky0...@free.fr) but it seems you don't
 receive them if I email you directly!
 Let me know if  there are any further changes you'd like to make on top
 of my alterations.
 Cheers
 -Michael

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
 Sent: 18 January 2010 16:30
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] FBX plugin and previous OSG releases...

 Forget about my message, I just got my answer on osg-submissions!

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

 - Sukender suky0...@free.fr a écrit :

  Hi Michael,

 Did you include the sources I sent to you recently? It seems you
 haven't answered my mails...
 Cheers,

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you
  see if the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi a.tere...@gmail.com a écrit :
  
I've just tried to start with a clean configuration but the
  crash
remains. Anyway, I found out that the crash happens only if the
  FBX
model contains textures, if on the other hand I export only the
geometry the plugin works fine also with the previous version
 of
  OSG.
   
I tried to use JPG, TIFF and TGA textures (of course I have the
corrensponding plugins in the osgplugins-2.9.6 directory).
   
Hope this can suggest you where the problem could be. By the
 way,
  I
could also send you a zip containing my built DLLS, osgviewer
 and
  the
FBX model if this could be useful.
   
Regards.
Alessandro
   
   
On Mon, Jan 18, 2010 at 2:00 PM, Sukender  suky0...@free.fr 
  wrote:
   
   
Hi Alessandro,
   
That sounds very strange. There should be no problem using
  2.9.6.
Maybe this is related to the project/cmake itself? Or maybe a
  problem
with multiple OSG installations??? As I don't know the error
 you
  got I
can't say much more, sorry.
   
You 

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
Sorry - wasn't thinking.
The PCH still has all the include guards, I was imagining having to put if 
USE_PCH wrappers around the include section in every cpp file.

Martin

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[osg-users] Saving Screenshot

2010-01-18 Thread Danny Lesnik
Hi,

I'm playing with OSG activeX example and trying to make screenshot of current 
scene, but I get black screenshot. 

the Viewer initiation is the following:


Code:

_traits = new osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
_traits-x = 0;
_traits-y = 0;
_traits-width = rect.right - rect.left;
_traits-height = rect.bottom - rect.top;
_traits-windowDecoration = false;
_traits-doubleBuffer = true;
_traits-sharedContext = 0;
_traits-setInheritedWindowPixelFormat = true;
_traits-inheritedWindowData = windata;
_gc = osg::GraphicsContext::createGraphicsContext( _traits.get() );
_gc-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Create camera
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(_gc);
camera-setViewport( new osg::Viewport(_traits-x, _traits-y, 
_traits-width, _traits-height) );
camera-setProjectionMatrixAsPerspective( 30.0f, 
(double)_traits-width/(double)_traits-height, 1.0f, 1.0f );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );

// Create viewer
_viewer = new osgViewer::Viewer;
_viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
_viewer-setCamera( camera.get() );
_viewer-setCameraManipulator( new osgGA::TrackballManipulator );




The part of the code which grabs screenshot is the following:

Code:

osgViewer::ScreenCaptureHandler* scrn = new 
osgViewer::ScreenCaptureHandler();
osgViewer::ScreenCaptureHandler::WriteToFile* captureOper = new 
osgViewer::ScreenCaptureHandler::WriteToFile(tmpStr.m_szBuffer, png);
scrn-setCaptureOperation(captureOper);
scrn-captureNextFrame(*_viewer); 
_viewer-frame();




I think I need to take screenshot from GraphicContext instead of viewer, but I 
have no idea how to do it.

Can you please help?

Thank you!

Cheers,
Danny

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Re: [osg-users] highlight an object with osgFX::Scribe

2010-01-18 Thread Ulrich Hertlein
Hello Dat,

On 19/01/10 7:52 , Nguyen Tien Dat wrote:
 Eventually, I have time to try your project. I use the latest one at
 http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it
 doesn't work. I don't see the outline around the object when I run
 your example. I'm successful to compile your Outline project with
 osgFX, but nothing shows up.
 I don't know what to provide you to debug, so please let me know if I
 can be any help.

What OSG version are you on?  I've tested and submitted this code for the 2.9 
branch and
cannot really comment on anything before that.

Cheers,
/ulrich
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[osg-users] SVN 10968 freetype plugin broken on OS X / MacPorts

2010-01-18 Thread Ulrich Hertlein
The SVN is currently giving me a compile error:

g++   -Dosgdb_freetype_EXPORTS -DOSG_DEBUG_POSTFIX=d -arch i386 -isysroot
/Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5  
-mmacosx-version-min=10.5
-ftree-vectorize -fvisibility-inlines-hidden -fPIC
-I/Users/uli/Projects/osg/OpenSceneGraph/build/include
-I/Users/uli/Projects/osg/OpenSceneGraph/include
-I/Library/Frameworks/FreeType.framework/Headers
-I/Library/Frameworks/freetype.framework/freetype -F/Library/Frameworks   -o
CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o -c
/Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/freetype/FreeTypeFont.cpp
cc1plus: error: /Library/Frameworks/freetype.framework/freetype: not a directory
make[2]: *** 
[src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o]
Error 1
make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/all] Error 2
make: *** [all] Error 2

As the error indicates /Library/Frameworks/FreeType.framework/FreeType isn't a 
directory
but a framework, so the code in freetype/CMakeLists.txt is wrong.  This was 
last modified
in r10964.

/ulrich
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Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Martin Beckett
I have been trying to build OSG 2.9.6 with precompiled headers.
As a starting point I just included all the headers in osg

This causes an issue with ShadowVolumeOccluder which defines a std::pair named 
Point, but the precompiled header already includes an osg::Point.  
ShadowVolumeOccluder  has a using namespace osg which leads to a clash.

There are a number of things like this and it's very time consuming to fix 
them, since you have to change the stdafx.h and rebuild the .pch and then the 
project after each one.

Would it be a good idea to avoid using namespace osg in the headers?

Martin

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Re: [osg-users] highlight an object with osgFX::Scribe

2010-01-18 Thread Nguyen Tien Dat
My version is 2.8.2

On Mon, Jan 18, 2010 at 7:26 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 Hello Dat,

 On 19/01/10 7:52 , Nguyen Tien Dat wrote:
 Eventually, I have time to try your project. I use the latest one at
 http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it
 doesn't work. I don't see the outline around the object when I run
 your example. I'm successful to compile your Outline project with
 osgFX, but nothing shows up.
 I don't know what to provide you to debug, so please let me know if I
 can be any help.

 What OSG version are you on?  I've tested and submitted this code for the 2.9 
 branch and
 cannot really comment on anything before that.

 Cheers,
 /ulrich
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-- 
Dat Tien Nguyen
PhD student, Computer Science Department
The University of Iowa, IA 52242
http://cs.uiowa.edu/~tinguyen
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[osg-users] [osgPlugins] contributing to the obj importer

2010-01-18 Thread Ashraf Sultan
Hello,

At Simulation Lab Software, we used the obj importer and during 
our work we noticed small issues that we fixed.

So we want to submit those changes to the OSG community.
Sorry this is our first time, so just wondering who should I send the changes 
to.

I also attached the new file to this post 

Thanks,

SimLab

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Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-18 Thread Ulrich Hertlein
On 19/01/10 15:21 , Martin Beckett wrote:
 This causes an issue with ShadowVolumeOccluder which defines a std::pair 
 named Point,
 but the precompiled header already includes an osg::Point.  
 ShadowVolumeOccluder  has a
 using namespace osg which leads to a clash.
... 
 Would it be a good idea to avoid using namespace osg in the headers?

Absolutely!

In which OSG include file do you find this?  My version of ShadowVolumeOccluder 
hasn't it
and a grep on svn trunk doesn't show anything too...

/ulrich
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[osg-users] Porting problem. 2.2 to 2.8.2 - simple HUD overlay

2010-01-18 Thread Mark Hurry
Hi

 

I have been working for a few days on 2.8.2 to port my display system from
2.2. The 3D is displayed as I would expect, but unfortunately my HUD overlay
that worked in 2.2 is no longer being displayed. Anyone got any ideas? Below
is how I setup my HUD (just a series of lines that I update each frame)

 

// set the projection matrix

 
pHUDCamera-setProjectionMatrix(osg::Matrix::ortho2D(HUD_screen_min_x,HUD_sc
reen_max_x,HUD_screen_min_y,HUD_screen_max_y));

 

// set the view matrix

pHUDCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

pHUDCamera-setViewMatrix(osg::Matrix::identity());

 

// only clear the depth buffer

pHUDCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

 

// Make sure HUD is last thing to be render; we want it always on top

pHUDCamera-setRenderOrder(osg::CameraNode::POST_RENDER);

 

pHUDCamera-addChild( pHUDGeode );

 

root-addChild( pHUDCamera ) ;

 

The line data is setup using

 

pHUDGeometry-setVertexArray(pHUDVertices);

pHUDGeometry-addPrimitiveSet(new
osg::DrawArrays(GL_LINES,0,number_of_HUD_vertices));

 

I have looked through the archive but have not found a solution. So I have
obviously missed something. Any suggestions would be much appreciated.

 

I'm using XP Pro, VS2005 v8

 

Thanks

 

MarkH

 

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Re: [osg-users] [osgPlugins] contributing to the obj importer

2010-01-18 Thread J.P. Delport

Hi,

Ashraf Sultan wrote:

Hello,

At Simulation Lab Software, we used the obj importer and during 
our work we noticed small issues that we fixed.


So we want to submit those changes to the OSG community.
Sorry this is our first time, so just wondering who should I send the changes 
to.


see here:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol

rgds
jp



I also attached the new file to this post 


Thanks,

SimLab

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Re: [osg-users] Draggers in custom size viewport problem

2010-01-18 Thread Mika Hakkarainen
Hi all,

Doesn't anyone can help me with this one? I am totally stuck in this problem. I 
really would appreciate any help with this. Should I do something differently 
or is the problem somewhere else.

Cheers,
Mika


Hakkis wrote:
 Hi,
 
 I have a problem with draggers in viewport which size is not the same as the 
 window. I tried also the osgManipulator example and the same problem occurs 
 there.
 
 Modify osgManipulator example by adding for example following lines after 
 constructing the viewer:
 
 viewer.setUpViewInWindow (200, 200, 500, 500);
 viewer.getCamera()-setViewport(50,50, 400, 400);
 
 After this, dragger (more precisely pickin) does not work correctly.
 
 Do I miss something? Should I make picking somehow differently? This feature 
 of using custom size viewport in window is very essential feature for my 
 program.
 
 I am using 2.8.2 version.
 
 Thank you!
 
 Cheers,
 Mika


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