[osg-users] wrong lighting with scaled stl

2010-03-08 Thread Martin Großer

Hello,

when I load a STL-file and I scale this geometry up, it is black and 
when I scale down it is white. It seems that is a problem with the lighting.


Any ideas, what is my mistake?


Cheers

Martin
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Re: [osg-users] wrong lighting with scaled stl

2010-03-08 Thread J.P. Delport

Hi,

your normals are being scaled with the geom. You can put something in 
the stateset to rescale normals. I think, but check it up, GL_NORMALISE 
will do, but you can also use GL_RESCALE_NORMALS if you are using same 
scaling for all axes.


If you can't find osg code for this, ping the list again.

jp

Martin Großer wrote:

Hello,

when I load a STL-file and I scale this geometry up, it is black and 
when I scale down it is white. It seems that is a problem with the 
lighting.


Any ideas, what is my mistake?


Cheers

Martin
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Re: [osg-users] wrong lighting with scaled stl

2010-03-08 Thread Martin Großer

Hello jp

it works fine! Thank you. But when I load a osg-file, I don't have this 
problem. What is the reason?


Cheers

Martin

Am 08.03.2010 09:23, schrieb J.P. Delport:

Hi,

your normals are being scaled with the geom. You can put something in 
the stateset to rescale normals. I think, but check it up, 
GL_NORMALISE will do, but you can also use GL_RESCALE_NORMALS if you 
are using same scaling for all axes.


If you can't find osg code for this, ping the list again.

jp

Martin Großer wrote:

Hello,

when I load a STL-file and I scale this geometry up, it is black and 
when I scale down it is white. It seems that is a problem with the 
lighting.


Any ideas, what is my mistake?


Cheers

Martin
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Re: [osg-users] wrong lighting with scaled stl

2010-03-08 Thread J.P. Delport

Hi,

Martin Großer wrote:

Hello jp

it works fine! Thank you. But when I load a osg-file, I don't have this 
problem. What is the reason?


mmm, not sure... maybe the osg file has this in already or is doing 
lighting in a different way (e.g. textures with lighting disabled).


jp



Cheers

Martin

Am 08.03.2010 09:23, schrieb J.P. Delport:

Hi,

your normals are being scaled with the geom. You can put something in 
the stateset to rescale normals. I think, but check it up, 
GL_NORMALISE will do, but you can also use GL_RESCALE_NORMALS if you 
are using same scaling for all axes.


If you can't find osg code for this, ping the list again.

jp

Martin Großer wrote:

Hello,

when I load a STL-file and I scale this geometry up, it is black and 
when I scale down it is white. It seems that is a problem with the 
lighting.


Any ideas, what is my mistake?


Cheers

Martin
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Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique

2010-03-08 Thread Robert Osfield
On Fri, Mar 5, 2010 at 5:47 PM, Wojciech Lewandowski
lewandow...@ai.com.plwrote:

  Hi Robert,

 Our testing shows that everything looks good now. We will be doing some
 more work on the sim next week and do more testing on this occasion. We will
 let you know in case something suspicious pop up. But lets keep finger
 crossed it won't.


Good to hear things are now working.  Thanks for the testing.

Robert.
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Robert Osfield
Hi Tobias,

The hand maintained XCode projects are deprecated, and I believe out of date
at present.  Please use CMake to generate the XCode projects.

Robert.

On Sat, Mar 6, 2010 at 12:46 PM, Tobias Duckworth t...@orogenic.net wrote:

 Hi,

 I am having the same problem and struggling to find a solution.

 I'm building using the XCode project, and everything was working fine in
 2.8.2, the plugins were found.

 However, since updating to 2.9.6 it appears the OSG_PLUGIN_EXTENSION is not
 set - Where should this be set please?

 I get the following when adding some debug...

 using libraryName osgPlugins-2.9.6/osgdb_3dsOSG_PLUGIN_EXTENSION
 Trying /Users/tobiasduckworth/Library/Application
 Support/OpenSceneGraph/PlugIns/osgPlugins-2.9.6/osgdb_3dsOSG_PLUGIN_EXTENSION
 Trying /Library/Application
 Support/OpenSceneGraph/PlugIns/osgPlugins-2.9.6/osgdb_3dsOSG_PLUGIN_EXTENSION
 Trying /Users/tobiasduckworth/Library/Application
 Support/OpenSceneGraph/PlugIns/osgdb_3dsOSG_PLUGIN_EXTENSION
 Trying /Library/Application
 Support/OpenSceneGraph/PlugIns/osgdb_3dsOSG_PLUGIN_EXTENSION

 I found a recent post about the freetype mingw changes, which apparently
 caused this problem - However looking at the diffs from 22nd January 2010
 (revision 10983) which revert this change I cannot see how the
 OSG_PLUGIN_EXTENSION definition is affected.

 Please could somebody explain where OSG_PLUGIN_EXTENSION should be set?

 Many thanks
 ...

 Thank you!

 Cheers,
 Tobias

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Re: [osg-users] Textures on loaded models are flipped.

2010-03-08 Thread Robert Osfield
Hi Danny,

It looks like you texture coordinates in your models are all up wrong to
me.

Robert.

On Mon, Mar 8, 2010 at 12:50 AM, Danny Lesnik danny...@walla.co.il wrote:

 Hi,

  In some cases when I'm loading models with textures (jpeg or tga was
 tested so far), my textures are flipped horizontally on 180 degrees see
 attached picture.

 I can reproduce this problem with my application and with osgviewer as
 well. What the problem is and how could I solve this issue?

 Thank you!

 Cheers,
 Danny

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Re: [osg-users] osgMovie and the ImageStream Object

2010-03-08 Thread Robert Osfield
Hi Bruce,

The movies plugins (ffmpeg/quicktime/xine) create ImageStream objects on the
heap for reading the movies and start their own threads.  They pass this
ImageStream back via a ReadResult where a ref_ptr holds it, then the
calling code takes charge of this either via the ReadResult or via the raw C
pointer as in the case of the convenience function readImageFile(), with the
later the ImageStream is taken form the ref_ptr in the ReadResult in a way
that resets the ref counting to 0 without deleting it.

When using the readImageFile its the callers responsibility to properly
manage it either by keeping a local ref_ptr for it, or passing it on to
the scene graph.  As for nasty situation... we'll worse that will happen
will be a memory leak if you are a sloppy programmer.   Personally I make
assumptions that people who use the OSG are grown up enough to handle a
pointer correctly and not have to nanny them with every little thing that
they can do with the OSG.

Robert.



On Mon, Mar 8, 2010 at 2:44 AM, Bruce Wheaton br...@spearmorgan.com wrote:

 I had a bit of trouble tracking down where the ImageStream object is
 handled, and I think I've worked it out, but it's quite odd, even for a
 demo.

 As far as I can tell, an Image is created from the provided file name and
 held in a pointer. That image is cast to an imagestream for some housework.
 A texture is created and the image is set as it's source - this is all a
 pointer, as far as I can tell, not the refPtr I expected to see.

 Then, the main thread seems to forget about the image/s, and moves on. It
 then goes into a visitor, which finds any images and makes a ref pointer
 list to them. Is that about right? So there's a ref pointer and a raw
 pointer floating around at once? And for a while, only a pointer? Isn't that
 a pretty nasty situation? Am I missing some C++ kung-fu to make refPtrs in
 the texture or earlier?

 Is there an example with a 'better' management of image/stream objects?

 Regards,

 Bruce Wheaton
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[osg-users] RedHat versions and ffmpeg version

2010-03-08 Thread Robert Osfield
Hi All,

CDash is reporting errors with some changes I made to ffmpeg to fix the
deprecated warnings:

   http://cdash.openscenegraph.org/viewBuildError.php?buildid=1557

The build error boils down to the RHEL 5.4's avcodec.h not containing the
new ffmpeg method, but still having a version number modern enough to fool
the guard I added to ensure backwards compatibility.  The problem is I've
just spent half an hour trying to divine exact which version ffmpeg
introduced the new methods, but there changelogs and svn logs just don't
tell me enough, and online searches haven't given me any further of clue.
So RHEL users which version of ffmpeg do you have on your system.  If
you could post the avcodec.h this would be ideal as then I'll be able to
look at the LIBAVCODEC_VERSION_* values directly and hopefully be able to
work out an effective guard for our code.

Thanks,
Robert.
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Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread alessandro terenzi
Thanks Laurens,
I've solved every building problems...beyond the one described earlier, I
could not build because I needed the Platform SDK in order to compile
OSGExp's resources.

But although the preview works fine inside 3dsMax, exporting to files do
not...

1) if I export to .OSG then the osg file is created successfully

2) if I export to .IVE then 3dsMax crashes because the ive plugin is not
found..but I put every osgdb_* plugins in the expected directory (ie max
directory, same as the osg plugin that works) ...I also tried to put
plugins in the osgplugins-2.8.2 sub-directory inside max dir and I also
added the referenced CRT...but the ive plugin is never found...

Any suggestion? Thanks.
Regards.
Alessandro


On Mon, Mar 8, 2010 at 1:05 AM, L. Voerman l.voer...@rug.nl wrote:

 I solved this like this:
 #if MAX_VERSION_MAJOR  12 //MAX2010
TCHAR* renderBinName;
 #else
const MCHAR* renderBinName;
 #endif
 for all TCHAR* in OSGHelpers.cpp (3x)
 and once TCHAR *name; in MtlKeeper.cpp.

 Laurens.

 alessandro terenzi wrote:

 Don't know if this is the right place to ask for help, but I'm trying to
 build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get compile errors (many
 like this):

 1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
 IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval ,int)' : cannot
 convert parameter 3 from 'TCHAR *' to 'float '

 I'm building using Visual C++ 2008 Express. Anyone having the same
 problem? Any suggestion?
 Thanks in advance.

 Kind regards.
 Alessandro


 


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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Tobias Duckworth
Hello,

Thankyou for your reply.

I have tried building using the CMake system, following the instructions in the 
README.txt file - This fails on building the quicktime stuff as I'm trying to 
build for x86_64.

Also, you state, and others state, that CMake should be used to build the XCode 
project, then XCode used to do the actual build - However, it is not clear to 
me how this should be achieved.

I've looked at the PlatformSpecifics page on the wiki, and read the README file 
- All this information seems out of date and conflicts with each other - Some 
say use the XCode project (README), some say use CMake to build the XCode 
project, some are broken links.

Is there a definitive guide for MacOS? 

Many thanks for your help.

... 

Thank you!

Cheers,
Tobias

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Robert Osfield
Hi Tobias,

On Mon, Mar 8, 2010 at 10:10 AM, Tobias Duckworth t...@orogenic.net wrote:

 Hello,

 Thankyou for your reply.

 I have tried building using the CMake system, following the instructions in
 the README.txt file - This fails on building the quicktime stuff as I'm
 trying to build for x86_64.


I don't recall the details, but you'll need to disable quicktime for the
64bit build as Quicktime is not 64bit.  OSX is still pretty patchy when it
comes to 64bit support, many years behind other platforms, so I'm afraid
there is still a few hoops you have to jump through.

 Is there a definitive guide for MacOS?

I have to leave this to OSX crowd as I really don't have the expertise.  The
only time I ever touch OSX is using CMake with Makefiles in which case it's
really little different from any other unix platforms.

Robert.
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Tobias Duckworth
Hello again,

Thanks for your prompt response.

Yes disabling Quicktime is fine for my purposes - However, from what I can work 
out the cleanest way to achieve this will be to get generated XCode projects, 
then I can pick and choose what gets built - I don't really want to hack the 
Makefiles and there doesn't appear to be a way to disable the Quicktime build 
from CMake.

I look forward to hearing from 'the OSX guys', and hope that in the future I 
can provide similar support to others.  I'd be happy to update the OSX build 
instructions for example, once I have managed to build.

Cheers,
Tobias

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Nico Kruithof
Hi,

I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
head, I'm using the imageio instead of quicktime. Then I had to specify the
10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to
submit these changes, but didn't have time yet. I'll give it a go tomorrow.

Bests,
Nico

On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth t...@orogenic.net wrote:

 Hello again,

 Thanks for your prompt response.

 Yes disabling Quicktime is fine for my purposes - However, from what I can
 work out the cleanest way to achieve this will be to get generated XCode
 projects, then I can pick and choose what gets built - I don't really want
 to hack the Makefiles and there doesn't appear to be a way to disable the
 Quicktime build from CMake.

 I look forward to hearing from 'the OSX guys', and hope that in the future
 I can provide similar support to others.  I'd be happy to update the OSX
 build instructions for example, once I have managed to build.

 Cheers,
 Tobias

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Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread Laurens Voerman

Hi Alessandro,
I usually build the exporter with a static linked osg, so I have no 
recent experience with your problem. It seems to me that you might be 
missing a dependency for osgdb_ive.dll, as the osgdb_osg.dll is found 
and working I can't see any reason why the ive plugin would not be 
found. Checking the dependency's for my ive plugin gives me the 
following list (beyond the ones required for osg)


OSG64-OSGSIM.DLL
OSG64-OSGFX.DLL
OSG64-OSGTEXT.DLL
OSG64-OSGTERRAIN.DLL
OSG64-OSGVOLUME.DLL

Are these all in your path or in the max directory?

Regards, Laurens.

alessandro terenzi wrote:

Thanks Laurens,
I've solved every building problems...beyond the one described earlier, 
I could not build because I needed the Platform SDK in order to compile 
OSGExp's resources.


But although the preview works fine inside 3dsMax, exporting to files do 
not...


1) if I export to .OSG then the osg file is created successfully

2) if I export to .IVE then 3dsMax crashes because the ive plugin is not 
found..but I put every osgdb_* plugins in the expected directory (ie max 
directory, same as the osg plugin that works) ...I also tried to put 
plugins in the osgplugins-2.8.2 sub-directory inside max dir and I also 
added the referenced CRT...but the ive plugin is never found...


Any suggestion? Thanks.
Regards.
Alessandro


On Mon, Mar 8, 2010 at 1:05 AM, L. Voerman l.voer...@rug.nl 
mailto:l.voer...@rug.nl wrote:


I solved this like this:
#if MAX_VERSION_MAJOR  12 //MAX2010
   TCHAR* renderBinName;
#else
   const MCHAR* renderBinName;
#endif
for all TCHAR* in OSGHelpers.cpp (3x)
and once TCHAR *name; in MtlKeeper.cpp.

Laurens.

alessandro terenzi wrote:

Don't know if this is the right place to ask for help, but I'm
trying to build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get
compile errors (many like this):

1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval
,int)' : cannot convert parameter 3 from 'TCHAR *' to 'float '

I'm building using Visual C++ 2008 Express. Anyone having the
same problem? Any suggestion?
Thanks in advance.

Kind regards.
Alessandro





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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Luigi Calori

Hi Tobias,

I do not know at all OSG, the Cmake build is structured to search at 
configure time (cmake-gui or ccmake or cmake-Dpreset variable) the
needed plugin dependencies and include plugin code if the dependencies 
is found.
The search code for dependencies are either in 
CMakeModules/Findxxx.cmake or in the cmake root/Modules folder
It seem to me that the user is not currently able to configure at config 
time which plugin to build.
Probably the easiest thing in your case would be to edit the 
CMakeModules/FindQuickTime.cmake to make it fail in your situation 
(adding an exception for OSX and 64 bit)

This patch has probably some chances to be accepted.

Otherwise, a more general solution, would be to insert some form of user 
CMake configurability.


One of the simplest think would be to allow to override the 
CMAKE_MODULE_PATH.
So you do exactly the same change to FindQuickTime.cmake but not need to 
change the svn copy, just put it in your module override folder and 
configure with

cmake -DCMAKE_MODULE_PATH:PATH=your override module folder

I have tested module overriding in windows and Linux and it seem to work.

in order to activate module override, a simple patch to master 
CMakeLists.txt is needed


If I am not alone in asking for module override, I' ll send a submission 
request


HTH

Luigi

Tobias Duckworth wrote

Hello again,

Thanks for your prompt response.

Yes disabling Quicktime is fine for my purposes - However, from what I can work 
out the cleanest way to achieve this will be to get generated XCode projects, 
then I can pick and choose what gets built - I don't really want to hack the 
Makefiles and there doesn't appear to be a way to disable the Quicktime build 
from CMake.

I look forward to hearing from 'the OSX guys', and hope that in the future I 
can provide similar support to others.  I'd be happy to update the OSX build 
instructions for example, once I have managed to build.

Cheers,
Tobias

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Jordi Torres
Hi Nico and Tobias,

This topic have been discussed in this list several times. In order to
compile osg for x86_64 you must disable Quicktime plugin and change the
default plugin to imageio, and set the osg_windowing_system to Cocoa. Then
you can compile with makefiles from a console, instead of using XCode.

So, in CMake:

OSG_WINDOWING_SYSTEM = Cocoa
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

Hope this helps.




2010/3/8 Nico Kruithof nicokruit...@gmail.com

 Hi,

 I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
 head, I'm using the imageio instead of quicktime. Then I had to specify the
 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to
 submit these changes, but didn't have time yet. I'll give it a go tomorrow.

 Bests,
 Nico


 On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth t...@orogenic.netwrote:

 Hello again,

 Thanks for your prompt response.

 Yes disabling Quicktime is fine for my purposes - However, from what I can
 work out the cleanest way to achieve this will be to get generated XCode
 projects, then I can pick and choose what gets built - I don't really want
 to hack the Makefiles and there doesn't appear to be a way to disable the
 Quicktime build from CMake.

 I look forward to hearing from 'the OSX guys', and hope that in the future
 I can provide similar support to others.  I'd be happy to update the OSX
 build instructions for example, once I have managed to build.

 Cheers,
 Tobias

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 http://forum.openscenegraph.org/viewtopic.php?p=25332#25332





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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Tobias Duckworth
Hi Jordi,

Thanks for your reply.

I have already changed the windowing system to Cocoa, but had forgotten about 
the imageio bit - Many thanks.

Are you able to provide a method to create the XCode projects from CMake as so 
many people are suggesting?

Is this the current suggested method for building on Mac OS?  Or should the 
entire project be built from the command line? 

I'm sorry in advance if you feel this question has also been answered several 
times, but I'm unable to find a definitive answer to it.

... 

Thank you!

Cheers,
Tobias

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Jordi Torres
Hi Tobias,

I come from unix world, so I rather to use the command-line.
Sorry for the inconvenience.

Regards.

2010/3/8 Tobias Duckworth t...@orogenic.net

 Hi Jordi,

 Thanks for your reply.

 I have already changed the windowing system to Cocoa, but had forgotten
 about the imageio bit - Many thanks.

 Are you able to provide a method to create the XCode projects from CMake as
 so many people are suggesting?

 Is this the current suggested method for building on Mac OS?  Or should the
 entire project be built from the command line?

 I'm sorry in advance if you feel this question has also been answered
 several times, but I'm unable to find a definitive answer to it.

 ...

 Thank you!

 Cheers,
 Tobias

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Tobias Duckworth
Hi Jordi,

I come from a Linux background and also prefer the command line - However I was 
under the impression (perhaps wrongly not having managed to build OSG from the 
command line yet) that the command line version would not generate the 
frameworks I need. 

... 

Thank you!

Cheers,
Tobias

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[osg-users] latest osg osgocean - hangs after a while running

2010-03-08 Thread Trajce (Nick) Nikolov
HI community,

I am experiencing heap corruption with the latest osg  osgocean  after
a while running, it just hangs in debug mode, in release heap corruption
error happens. For you using osgocean, could you confirm the same case?

Thanks
-Nick
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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Nico Kruithof
Hi Jordi,

I know for certain that the 10.6 framework was not specified in the root
CMakeLists.txt, so I added that. I'll try to retrace my steps tomorrow.

--
Nico

On Mon, Mar 8, 2010 at 1:05 PM, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi Nico and Tobias,

 This topic have been discussed in this list several times. In order to
 compile osg for x86_64 you must disable Quicktime plugin and change the
 default plugin to imageio, and set the osg_windowing_system to Cocoa. Then
 you can compile with makefiles from a console, instead of using XCode.

 So, in CMake:

 OSG_WINDOWING_SYSTEM = Cocoa
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio

 Hope this helps.




 2010/3/8 Nico Kruithof nicokruit...@gmail.com

 Hi,

 I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
 head, I'm using the imageio instead of quicktime. Then I had to specify the
 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to
 submit these changes, but didn't have time yet. I'll give it a go tomorrow.

 Bests,
 Nico


 On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth t...@orogenic.netwrote:

 Hello again,

 Thanks for your prompt response.

 Yes disabling Quicktime is fine for my purposes - However, from what I
 can work out the cleanest way to achieve this will be to get generated XCode
 projects, then I can pick and choose what gets built - I don't really want
 to hack the Makefiles and there doesn't appear to be a way to disable the
 Quicktime build from CMake.

 I look forward to hearing from 'the OSX guys', and hope that in the
 future I can provide similar support to others.  I'd be happy to update the
 OSX build instructions for example, once I have managed to build.

 Cheers,
 Tobias

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Re: [osg-users] latest osg osgocean - hangs after a while running

2010-03-08 Thread Trajce (Nick) Nikolov
I did a bit of investigation, and when there are no oceanscene children, it
doesnt crash. when I add children to the ocean scene, then it crashes

-Nick


On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 HI community,

 I am experiencing heap corruption with the latest osg  osgocean  after
 a while running, it just hangs in debug mode, in release heap corruption
 error happens. For you using osgocean, could you confirm the same case?

 Thanks
 -Nick

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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-03-08 Thread María Ten
Hi Allen,

We publish a guide to compile osgVP 2.2.0 on Windows. Notice that the first
part of the guide is in Spanish, but there is a second part in English.
Please follow the guide step by step, and report us if you get any problem
with it. We are moving all the project and documentation to OSOR repository,
and you have to download the source code again from new repository because
we solved some bugs in the OSOR version.

You can visit our blog at: http://gvsig3d.blogspot.com/
Or visit the Step-by-step compilation guide at:
http://gvsig3d.blogspot.com/2010/03/compilar-osgvp-220-en-windows.html

Regards,

-- 
María Ten Rodríguez

gvSIG 3D Blog:
http://gvsig3d.blogspot.com

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Re: [osg-users] Shadows and negative renderbin?

2010-03-08 Thread Jean-Sébastien Guay

Hi all,

I just wanted to mention for the sake of closing this thread, that the 
problem was caused by the shadows and the skydome both having a texgen 
state on the same texture unit. This caused two things I could observe:


1. No shadows at all when the skydome's renderbin was set to a negative 
number (I still don't understand that one)
2. When the skydome was in a positive-numbered renderbin, shadows were 
visible on some objects but not on others (so shadow application was 
wrong, which helped Wojtek to suggest a problem with possibly 
conflicting texgens.


Apparently, it's been noted a long time ago that when two texgens are on 
the same texture unit, no matter the hierarchy, they will conflict (you 
might get the result of one when you expect to get the result of the 
other on your node). In my case, the texgen for the shadows is applied 
when traversing a node close to the top of the scene graph (the 
ShadowedScene), and the skydome is lower in the graph, but should never 
have shadows applied to it, so there is no conceptual conflict - they 
could share the same texture unit, if the lowest texgen (i.e. the last 
one traversed) took precedence. This is not the case.


I could see a problem if some node needed a texgen PLUS shadows (i.e. 
two effects that both require a texgen), then obviously you need both 
and they can't share the same texture unit. But that's not my case. Is 
there any way to fix this so that the lowest texgen takes precedence? I 
realize TexGen is positional state, but there must be a way...


J-S
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[osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread maya leonard

Hello osgers

I'm using vpbmaster and I get TiffOpen dem.tif: Too many open files.

I tried using a small subset of images, but the joins don't match.
Any suggestions on how to get around this error when using thousands of tifs?

Thanks
Maya
  
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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Robert Osfield
Hi Maya,

On Mon, Mar 8, 2010 at 3:28 PM, maya leonard mayaleon...@hotmail.comwrote:

  I'm using vpbmaster and I get TiffOpen dem.tif: Too many open files.

 I tried using a small subset of images, but the joins don't match.
 Any suggestions on how to get around this error when using thousands of
 tifs?


Which version of VPB are you using?  There now a mechanism in it for capping
the number of open file handles, I added this around this time last year.

Robert.
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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Torben Dannhauer
Hi Robert,

There is a mechanism to cap the number of open files? I haven't found this 
option despite my source code dive-in...

@Threadstarter:
On linux, I solved this issue with reconfiguring my ressources.
in ubuntu:

Code:

sudo vim /etc/security/limits.conf

# End of file
your account name  softnofile  65353
your account name  hardnofile  65353




Thank you!

Cheers,
Torben

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Re: [osg-users] Vicon tracking

2010-03-08 Thread Jason Daly

ted morris wrote:


yup, you will need to re-compute the proper frustum dynamically.  To 
do that,  you will need to know the position/orientation of sensor 
coordinate system is w.r.t. the 'window'.


Ah, I missed the part about the stereo projector.  Yes, you will need to 
adjust the projection matrix on the fly as well.  There have been a 
number of papers about this over the years.  I got several hits when I 
Googled for head tracked stereo projection matrix (without the quotes).


It'll probably take several attempts to get it right.  Good luck!

--J

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[osg-users] Problem with looping animation in .ive 3dmodel format

2010-03-08 Thread Adrian Szymanski
Hi,
I created model in 3ds Max 2010 with animation and after exporting it to .ive 
format with OSGExp my animation is looping indefinitely.
Is there any posibility to disable looping animation and play it only once in 
the scene? 

This is part of my source where i'm loading models: 

Code:
osg::ProxyNode* proxynode = new osg::ProxyNode();
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform();

pat-addChild(proxynode);
arTransform-addChild(pat);

proxynode-setLoadingExternalReferenceMode(osg::ProxyNode::LOAD_IMMEDIATELY);




Thank you! And I'm waiting for support
Cheers

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Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread alessandro terenzi
Thank you Laurens,
we managed to solve the problem...I was assuming that the ive plugin didn't
depend on osg64-osgterrain.dll and osg64-osgvolume.dll (because the ive
plugin that comes with osgExp 0.9.6 actually doesn't depends on them...) so
I didn't put those DLLs in max directory. My fault.

To be complete, I used dependency walker in order to check for every other
dependency and actually found that some others dlls (png, zlib, ...) were
missing too.

Thanks again.
Regards.
Alessandro

On Mon, Mar 8, 2010 at 12:54 PM, Laurens Voerman l.voer...@rug.nl wrote:

 Hi Alessandro,
 I usually build the exporter with a static linked osg, so I have no recent
 experience with your problem. It seems to me that you might be missing a
 dependency for osgdb_ive.dll, as the osgdb_osg.dll is found and working I
 can't see any reason why the ive plugin would not be found. Checking the
 dependency's for my ive plugin gives me the following list (beyond the ones
 required for osg)

 OSG64-OSGSIM.DLL
 OSG64-OSGFX.DLL
 OSG64-OSGTEXT.DLL
 OSG64-OSGTERRAIN.DLL
 OSG64-OSGVOLUME.DLL

 Are these all in your path or in the max directory?

 Regards, Laurens.

 alessandro terenzi wrote:

 Thanks Laurens,
 I've solved every building problems...beyond the one described earlier, I
 could not build because I needed the Platform SDK in order to compile
 OSGExp's resources.

 But although the preview works fine inside 3dsMax, exporting to files do
 not...

 1) if I export to .OSG then the osg file is created successfully

 2) if I export to .IVE then 3dsMax crashes because the ive plugin is not
 found..but I put every osgdb_* plugins in the expected directory (ie max
 directory, same as the osg plugin that works) ...I also tried to put
 plugins in the osgplugins-2.8.2 sub-directory inside max dir and I also
 added the referenced CRT...but the ive plugin is never found...

 Any suggestion? Thanks.
 Regards.
 Alessandro


 On Mon, Mar 8, 2010 at 1:05 AM, L. Voerman l.voer...@rug.nl mailto:
 l.voer...@rug.nl wrote:

I solved this like this:
#if MAX_VERSION_MAJOR  12 //MAX2010
   TCHAR* renderBinName;
#else
   const MCHAR* renderBinName;
#endif
for all TCHAR* in OSGHelpers.cpp (3x)
and once TCHAR *name; in MtlKeeper.cpp.

Laurens.

alessandro terenzi wrote:

Don't know if this is the right place to ask for help, but I'm
trying to build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get
compile errors (many like this):

1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval
,int)' : cannot convert parameter 3 from 'TCHAR *' to 'float '

I'm building using Visual C++ 2008 Express. Anyone having the
same problem? Any suggestion?
Thanks in advance.

Kind regards.
Alessandro



  


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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Robert Osfield
Hi Torben,

On Mon, Mar 8, 2010 at 3:57 PM, Torben Dannhauer z...@saguaro-fight-club.de
 wrote:

 Hi Robert,

 There is a mechanism to cap the number of open files? I haven't found this
 option despite my source code dive-in...


A quick grep reveals points me at VirtualPlanetBuilder/src/vpb/System.cpp:

str = getenv(VPB_MAXIMUM_NUM_OPEN_DATASETS);
if (str)
{
_maxNumDatasets = atoi(str);
}

So try setting the env var VPB_MAXIMUM_NUM_OPEN_DATASETS to a value
underneath your OS's limits on number of open files.   The default value is
set thus:

_maxNumDatasets = (unsigned int)(double(vpb::getdtablesize()) * 0.8);

So it does attempt to look at what your OS is set up to handle, perhaps the
0.8 ratio is overly optimistic, or perhaps part of the VPB setup isn't using
the _maxNumDatasets correctly.

Robert.
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Re: [osg-users] export from Blender to OSG

2010-03-08 Thread Cedric Pinson
Hi Tim,

Do you have still problem with the exporter ?

Cheers,
Cedric

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http://www.plopbyte.net


On Fri, 2010-03-05 at 12:19 +0100, Tim Moore wrote:
 
 
 On Fri, Mar 5, 2010 at 11:43 AM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
 Hi Tim,
 
 which blender exporter are you using ?
 The most up to date version is on a mercurial here:
 http://hg.plopbyte.net/osgexport/
 
 Cool. I was using  http://projects.blender.org/projects/osgexport/,
 which hasn't been touched in a while.
 
 Cheers,
 Cedric
 
 On Fri, 2010-03-05 at 11:28 +0100, Tim Moore wrote:
  Hi,
  I noticed a bug in the osgexport Blender script: the
 two-sided
  property of faces is not preserved. Before diving in to fix
 it, I was
  wondering if osgexport is still considered useful, or are
 there more
  robust export paths from Blender to OSG now, such as
 Collada?
 
 
 It looks like this exporter has the same bug.
 
 Thanks,
 Tim
  
 


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Re: [osg-users] GUIEventAdapter Returns Incomplete Data

2010-03-08 Thread Chris Innanen
Since this is an MFC project, I'm just going to grab the mouse position through 
that, and cobble it what what other information is available to get the job 
done.

 ~ Chris Innanen
 ~ Nonsanity

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Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread alessandro terenzi
By the way, I'd like to build OSGExp with static links to OSG, so I built
OSG (and every plugin) statically, I switched to the Static configuration
defined in the OSGExp solution but I'm getting lots of linking errors (most
of them are related to already defined symbols among the OSGExp's projects
and a couple in libcpmt.lib).

Had you the same problem? Any suggestion about how to statically build
OSGExp?
By the way, how do I force linking against a plugin?

Thanks.
Regards.
Alessandro

On Mon, Mar 8, 2010 at 12:54 PM, Laurens Voerman l.voer...@rug.nl wrote:

 Hi Alessandro,
 I usually build the exporter with a static linked osg, so I have no recent
 experience with your problem. It seems to me that you might be missing a
 dependency for osgdb_ive.dll, as the osgdb_osg.dll is found and working I
 can't see any reason why the ive plugin would not be found. Checking the
 dependency's for my ive plugin gives me the following list (beyond the ones
 required for osg)

 OSG64-OSGSIM.DLL
 OSG64-OSGFX.DLL
 OSG64-OSGTEXT.DLL
 OSG64-OSGTERRAIN.DLL
 OSG64-OSGVOLUME.DLL

 Are these all in your path or in the max directory?

 Regards, Laurens.

 alessandro terenzi wrote:

 Thanks Laurens,
 I've solved every building problems...beyond the one described earlier, I
 could not build because I needed the Platform SDK in order to compile
 OSGExp's resources.

 But although the preview works fine inside 3dsMax, exporting to files do
 not...

 1) if I export to .OSG then the osg file is created successfully

 2) if I export to .IVE then 3dsMax crashes because the ive plugin is not
 found..but I put every osgdb_* plugins in the expected directory (ie max
 directory, same as the osg plugin that works) ...I also tried to put
 plugins in the osgplugins-2.8.2 sub-directory inside max dir and I also
 added the referenced CRT...but the ive plugin is never found...

 Any suggestion? Thanks.
 Regards.
 Alessandro


 On Mon, Mar 8, 2010 at 1:05 AM, L. Voerman l.voer...@rug.nl mailto:
 l.voer...@rug.nl wrote:

I solved this like this:
#if MAX_VERSION_MAJOR  12 //MAX2010
   TCHAR* renderBinName;
#else
   const MCHAR* renderBinName;
#endif
for all TCHAR* in OSGHelpers.cpp (3x)
and once TCHAR *name; in MtlKeeper.cpp.

Laurens.

alessandro terenzi wrote:

Don't know if this is the right place to ask for help, but I'm
trying to build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get
compile errors (many like this):

1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval
,int)' : cannot convert parameter 3 from 'TCHAR *' to 'float '

I'm building using Visual C++ 2008 Express. Anyone having the
same problem? Any suggestion?
Thanks in advance.

Kind regards.
Alessandro



  


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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Torben Dannhauer
Hi,

Life is so easy.. :D Seems I should improve my grep abilities ;)

Thank you!

Cheers,
Torben

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Re: [osg-users] latest osg osgocean - hangs after a while running

2010-03-08 Thread Kim Bale
Hi Nick,

I'm on holiday this week so I'll take a look at this tomorrow. I must
confess I haven't tried osgOcean with the latest version of osg so
there may well be some conflict. Will know more tomorrow.

Kim.


On 8 March 2010 13:42, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote:
 I did a bit of investigation, and when there are no oceanscene children, it
 doesnt crash. when I add children to the ocean scene, then it crashes
 -Nick


 On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:

 HI community,
 I am experiencing heap corruption with the latest osg  osgocean 
 after a while running, it just hangs in debug mode, in release heap
 corruption error happens. For you using osgocean, could you confirm the same
 case?
 Thanks
 -Nick


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Re: [osg-users] latest osg osgocean - hangs after a while running

2010-03-08 Thread Trajce (Nick) Nikolov
oko .. sounds good. Thanks !

-Nick


On Mon, Mar 8, 2010 at 9:23 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 I'm on holiday this week so I'll take a look at this tomorrow. I must
 confess I haven't tried osgOcean with the latest version of osg so
 there may well be some conflict. Will know more tomorrow.

 Kim.


 On 8 March 2010 13:42, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
 wrote:
  I did a bit of investigation, and when there are no oceanscene children,
 it
  doesnt crash. when I add children to the ocean scene, then it crashes
  -Nick
 
 
  On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov
  nikolov.tra...@gmail.com wrote:
 
  HI community,
  I am experiencing heap corruption with the latest osg  osgocean 
  after a while running, it just hangs in debug mode, in release heap
  corruption error happens. For you using osgocean, could you confirm the
 same
  case?
  Thanks
  -Nick
 
 
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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread maya leonard

Hi Robert,
I'm using vpbmaster version 0.9.10

I tried changing the ratio --write-threads-ratio and --read-threads-ratio
to 0.5 and 0.1 but these values didn't help me.

I see an email after my posting where you suggest:
export VPB_MAXIMUM_NUM_OPEN_DATASETS=X

Googling I found that my machine can support this number of files open
cat /proc/sys/fs/file-max
767568

I will try this. Do you have any hints on what a good number would be
for performance?

Maya


Date: Mon, 8 Mar 2010 15:43:32 +
From: robert.osfi...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] vpbmaster TiffOpen too many files open

Hi Maya,

On Mon, Mar 8, 2010 at 3:28 PM, maya leonard mayaleon...@hotmail.com wrote:






I'm using vpbmaster and I get TiffOpen dem.tif: Too many open files.

I tried using a small subset of images, but the joins don't match.
Any suggestions on how to get around this error when using thousands of tifs?


Which version of VPB are you using?  There now a mechanism in it for capping 
the number of open file handles, I added this around this time last year.

Robert.
  
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[osg-users] VPB Terrain Simplification Missing?

2010-03-08 Thread Mark Yantek
Masters of the Scenegraph,

 

In the more recent versions of Virtual Planet Builder(0.9.11-trunk)
terrain simplification stopped working for me. It seems VPB is
functioning as if -no-terrain-simplification is always set. Was terrain
simplification killed off or disabled?

 

Thanks

 

-Mark

 

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[osg-users] libjasper with jpeg decoder for jp2 plugin

2010-03-08 Thread zhenlong li
Dear all,

 Does anybody has experience to build the libjasper.lib embedded with the
jpeg library on windows, or

has a file ready to go?  I need it desperately to compile the jp2 plugin
with JPEG decoder, but have not

figure out how to build it specifically.

Thanks!

with best wishes

Zhenlong
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[osg-users] Trying to place a shape in 100 random positions?

2010-03-08 Thread Ernie Smethurst
I am trying to place 100 spheres in different positions of the the screen, i am 
attempting this by using a for loop that loops 100 times and each time 
generates random X, Y, Z values that I then use in the setPosition() method.

What i have written compiles but when I run it I get an exception and i just 
cant seem to see the problem.

Below is the code, its very basic so i though it would run without any 
problems, can anyone spot the problem.


Code:

int main(int argc,char *argv[])
{
Group *my_Group = new Group();
Geode *my_Geode = new Geode();
ShapeDrawable *my_Shape = new ShapeDrawable();
Sphere *my_Sphere = new Sphere();
my_Sphere-setRadius(1);
my_Shape-setShape(my_Sphere);
my_Geode-addDrawable(my_Shape);
my_Group-addChild(my_Geode);

PositionAttitudeTransform *my_Trans[100];

srand((unsigned)time(0));
int lowest=0, highest=50;
int range=(highest-lowest)+1;

double xpos, ypos, zpos;

for(int i=1; i100; i++)
{
xpos = lowest+int(range*rand()/(RAND_MAX + 1.0));
coutx position: xposendl;
ypos = lowest+int(range*rand()/(RAND_MAX + 1.0));
couty position: yposendl;
zpos = lowest+int(range*rand()/(RAND_MAX + 1.0));
coutz position: zposendl;
my_Trans[i]-setPosition(Vec3(xpos, ypos, zpos));
my_Trans[i]-addChild(my_Geode);
my_Group-addChild(my_Trans[i]);
}

Viewer *simpleViewer = new Viewer;
simpleViewer-setSceneData(my_Group);
simpleViewer-setCameraManipulator(new osgGA::TrackballManipulator);
simpleViewer-setUpViewInWindow(32, 32, 1024, 800);
simpleViewer-getCamera()-setProjectionMatrixAsPerspective(30, 1.3, 1, 
2);
simpleViewer-realize();
while (!simpleViewer-done())
{
simpleViewer-run();
}
}




I have #included the necessary files and am using the needed namespaces.

Thanks.

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Re: [osg-users] Trying to place a shape in 100 random positions?

2010-03-08 Thread Trajce (Nick) Nikolov
my_Trans[i] = new PositionAttitudeTransform;

-Nick


On Tue, Mar 9, 2010 at 6:41 AM, Ernie Smethurst
lentles...@googlemail.comwrote:

 I am trying to place 100 spheres in different positions of the the screen,
 i am attempting this by using a for loop that loops 100 times and each time
 generates random X, Y, Z values that I then use in the setPosition() method.

 What i have written compiles but when I run it I get an exception and i
 just cant seem to see the problem.

 Below is the code, its very basic so i though it would run without any
 problems, can anyone spot the problem.


 Code:

 int main(int argc,char *argv[])
 {
Group *my_Group = new Group();
Geode *my_Geode = new Geode();
ShapeDrawable *my_Shape = new ShapeDrawable();
Sphere *my_Sphere = new Sphere();
my_Sphere-setRadius(1);
my_Shape-setShape(my_Sphere);
my_Geode-addDrawable(my_Shape);
my_Group-addChild(my_Geode);

PositionAttitudeTransform *my_Trans[100];

srand((unsigned)time(0));
int lowest=0, highest=50;
int range=(highest-lowest)+1;

double xpos, ypos, zpos;

for(int i=1; i100; i++)
{
xpos = lowest+int(range*rand()/(RAND_MAX + 1.0));
coutx position: xposendl;
ypos = lowest+int(range*rand()/(RAND_MAX + 1.0));
couty position: yposendl;
zpos = lowest+int(range*rand()/(RAND_MAX + 1.0));
coutz position: zposendl;
my_Trans[i]-setPosition(Vec3(xpos, ypos, zpos));
my_Trans[i]-addChild(my_Geode);
my_Group-addChild(my_Trans[i]);
}

Viewer *simpleViewer = new Viewer;
simpleViewer-setSceneData(my_Group);
simpleViewer-setCameraManipulator(new osgGA::TrackballManipulator);
simpleViewer-setUpViewInWindow(32, 32, 1024, 800);
simpleViewer-getCamera()-setProjectionMatrixAsPerspective(30, 1.3,
 1, 2);
simpleViewer-realize();
while (!simpleViewer-done())
{
simpleViewer-run();
}
 }




 I have #included the necessary files and am using the needed namespaces.

 Thanks.

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 http://forum.openscenegraph.org/viewtopic.php?p=25369#25369





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Re: [osg-users] Trying to place a shape in 100 random positions?

2010-03-08 Thread Ernie Smethurst
Trajce (Nick) Nikolov 

 my_Trans[i] = new PositionAttitudeTransform;


Thanks so much, that did the trick.

Can now successfully put 100 spheres into the scene in random positions, Thanks 
a lot!

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