[osg-users] wrong lighting with scaled stl
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong lighting with scaled stl
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong lighting with scaled stl
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong lighting with scaled stl
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25294#25294 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures on loaded models are flipped.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25309#25309 Attachments: http://forum.openscenegraph.org//files/fliiped_158.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgMovie and the ImageStream Object
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RedHat versions and ffmpeg version
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP building problem...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25328#25328 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP building problem...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25337#25337 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25337#25337 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25339#25339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] latest osg osgocean - hangs after a while running
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] latest osg osgocean - hangs after a while running
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.
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 Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows and negative renderbin?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] vpbmaster TiffOpen too many files open
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 _ Hotmail: Trusted email with Microsoft’s powerful SPAM protection. http://clk.atdmt.com/GBL/go/201469226/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25352#25352 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with looping animation in .ive 3dmodel format
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25297#25297 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP building problem...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] export from Blender to OSG
Hi Tim, Do you have still problem with the exporter ? Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net 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 signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GUIEventAdapter Returns Incomplete Data
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25357#25357 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP building problem...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
Hi, Life is so easy.. :D Seems I should improve my grep abilities ;) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25359#25359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] latest osg osgocean - hangs after a while running
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] latest osg osgocean - hangs after a while running
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
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. _ Hotmail: Trusted email with powerful SPAM protection. http://clk.atdmt.com/GBL/go/201469227/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB Terrain Simplification Missing?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] libjasper with jpeg decoder for jp2 plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trying to place a shape in 100 random positions?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25369#25369 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to place a shape in 100 random positions?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25369#25369 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to place a shape in 100 random positions?
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25371#25371 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org