[osg-users] osgText and Texture

2010-03-31 Thread Akilan Thangamani
Hi,



I created a texture and  set to a camera.  Another camera was set to a text.  
Text and the  texture are in different views.  Always the text goes behind the 
texture.  What needs to be done to make the text appear always in front? I 
tried by setting the texture state's  rendering hint as TRANSPARENT. But couldn 
't any change.

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Re: [osg-users] View-dependent OverlayNode w/o CoordinateSystemNode?

2010-03-31 Thread J.P. Delport

Hi Chris,

Chris Long wrote:

Hi,

Thanks a lot for the quick reply. Yes, that's definitely an
improvement. The demos now work better.
VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But with
VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the
overlay is pasted onto still turns all black in the osganimate and
osgspheresegment demos.

Changing the zfar doesn't seem to matter; using getPoints instead of
computeSilhouette is what does it.

Unfortunately, it doesn't solve my underlying problem (yet), which is
needing to overlay geometry that's far apart. When I run my app with
this modification, the overlaid geometry shows up in view-dependent
mode (yay!), but it's still rendering all the overlaid geometry so
the quality of the overlaid texture degrades as the bounding box of
the overlayid geometry increases (boo!). I tried it both with
perspective and orthographic rendering.

I'm thinking now that maybe if I look more into computeSilhouette I
might be able to get it to do what I want. But if you (or someone
else) has any ideas about it or about other approaches, I'd love to
hear it.


Only other advice I have is to look at this discussion and patch:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4260

I'm not sure if this was ever integrated. I've not had success with 
VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY either, I also encounter some 
strange cases from some viewing angles, but I've just never had the time 
to investigate further...


rgds
jp




Thank you!

Cheers, Chris

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he found 
is similar, or addresses the core problem. If time becomes a factor 
Stephan, or you need testing of a changed version, let me know.


Stephan sent me a new XCode project file and I have checked it in to the 2.8 
branch but I have not yet made another release candidate. I want to consider 
updating the PNG plugin before I tag another rc. (If the changes to PNG are 
non-intrusive, and I'm suspecting they are, it might be a good idea to update it.)


In the meantime, if you could test the XCode project files on the head revision 
of the 2.8 branch, I'd appreciate it.

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Re: [osg-users] Two cameras for the same scene

2010-03-31 Thread John Galt

mgb_osg wrote:
> I don't know how current it is, i've never had to do this, but the tutorial 
> at 
> http://www.openscenegraph.org/documentation/NPSTutorials/index.html
> describes multiple cameras following a node (scroll down to the pictures of 
> tanks)
> 
> 
> Cheers,
> Martin


Unfortunately, that code is obsolete AFAIK.

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Re: [osg-users] Two cameras for the same scene

2010-03-31 Thread Martin Beckett
I don't know how current it is, i've never had to do this, but the tutorial at 
http://www.openscenegraph.org/documentation/NPSTutorials/index.html
describes multiple cameras following a node (scroll down to the pictures of 
tanks)


Cheers,
Martin

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[osg-users] Callback to run existing OpenGL Code

2010-03-31 Thread Bruce Wheaton
I'm moving my backend to OSG, but I'm too chicken to do it all at  
once. Where would be the best place to run existing code?


The code is a set of texture transfers (individual planes of videos)  
and then some drawing with a shader to convert it to floating point RGB.


The transfer code should:

run every single frame, before other operations (resulting textures  
get used),
should ideally be split - transfer starts (PBOs) and transfer  
completion,

could optionally use a pre-process camera and osg::uniforms,
Can be overlapped with existing rendering (the tail of the previous  
drawing) - first phase won't affect textures in use.

Should be done once per GPU (assuming contexts are shared on each card).

Is there a callback or two that would fit? Is it kosher to do the work  
in a draw callback, or is there an earlier point that is in the OpenGL  
context? Maybe an example?


Since I know the 'best advice' will probably be to bite the bullet, as  
a sanity check, I mention that my code is an ffmpeg video channel that  
decodes the video into native planes, then transfers multiple planes  
and uses a shader and multiple texturing to convert to floating point  
and do various color correction etc. I think fitting that into the  
existing ImageSequence, which seems to assume single frames of RGB,  
would be too time consuming at the moment.


Regards,

Bruce Wheaton

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Bruce Wheaton
I certainly defer to Stephan on this... but I presume the fix he found  
is similar, or addresses the core problem. If time becomes a factor  
Stephan, or you need testing of a changed version, let me know.


Bruce


On Mar 31, 2010, at 2:58 PM, Paul Martz wrote:


Bruce Wheaton wrote:
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for  
the osgViewer framework, then recompile, the problem goes away.
I'm not 100% if this is the right place, but it seems appropriate -  
the targets seem to be broken down by carbon and cocoa here in the  
viewer more than anywhere.
I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon  
target configurations with apparent success.
Hopefully that's it - a fairly minor change. I don't see a reason  
why it wouldn't always be set, since without the flag the correct  
window implementation doesn't get compiled.
If Stephan doesn't get back before you need it, I can modify a  
clean Xcode project and send it back? Where would that be too?

Bruce


This is excellent news! Thanks!

Stephan's follow-up email indicates we still lack consensus. If you  
folks decide on a change, you can zip up the project files and just  
email them directly to me to avoid sending megabytes through the  
mail server.

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Re: [osg-users] Two cameras for the same scene

2010-03-31 Thread John Galt
Hi,

My scene graph has a pyramidNode and a pyramidTwoXForm (PAT Node) attached to 
the root.

My composite viewer is defined as follows:


>   osgViewer::View* viewOne = new osgViewer::View;
>   viewOne->setName("First View");
>   viewOne->setSceneData( root );
>   // viewOne->setUpViewAcrossAllScreens();
>   viewOne->setUpViewOnSingleScreen(1);
>   viewOne->getCamera()->setViewport(new osg::Viewport(0,0,500,500));
>   viewOne->getCamera()->setProjectionMatrixAsPerspective(45, 1, 2, 10);
>   // viewOne->setUpViewAcrossAllScreens();
>   viewOne->setCameraManipulator( new osgGA::TrackballManipulator);
>   // viewOne->setCameraManipulator(followPyramidTwoXForm);
>   compositeViewer.addView(viewOne);
> 
>   osgViewer::View* viewTwo = new osgViewer::View;
>   viewTwo->setName("Second View");
>   viewTwo->setSceneData( root );
>   viewTwo->setUpViewOnSingleScreen(0);
>   viewTwo->getCamera()->setViewport(new osg::Viewport(520, 0, 500, 500));
>   viewTwo->getCamera()->setProjectionMatrixAsPerspective(45, 1, 2, 10);
>   viewTwo->setCameraManipulator( new osgGA::TrackballManipulator );
>   compositeViewer.addView(viewTwo);


 I want to have the viewTwo camera follow the pyramidTwoXForm (PAT). How do I 
set it to do the required? 

Please help me, I am unable to figure this out for a while now.

Thank you!

Cheers,
John

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Benjamin GODIN
Thanks for your help, I will try the different solutions and see what's best 
for me.

Benjamin.

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Martin Beckett
You can also use part of the nodemask You only need the top bit for the 
culling, you can use the rest for any id number you want.

The advantage of this is also that the nodemask is saved in the osg file 
without you having to make any modifications - assuming your id is valid across 
loads.


Martin

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the 
osgViewer framework, then recompile, the problem goes away.


I'm not 100% if this is the right place, but it seems appropriate - the 
targets seem to be broken down by carbon and cocoa here in the viewer 
more than anywhere.


I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target 
configurations with apparent success.


Hopefully that's it - a fairly minor change. I don't see a reason why it 
wouldn't always be set, since without the flag the correct window 
implementation doesn't get compiled.


If Stephan doesn't get back before you need it, I can modify a clean 
Xcode project and send it back? Where would that be too?


Bruce


This is excellent news! Thanks!

Stephan's follow-up email indicates we still lack consensus. If you folks decide 
on a change, you can zip up the project files and just email them directly to me 
to avoid sending megabytes through the mail server.

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Re: [osg-users] looking for a terrain database building

2010-03-31 Thread Terry Welsh
Hi Torben,
It's good to see I'm not the only one trying to do this stuff.  Yes,
coming up with a toolchain document that tells people specifically how
to string together a lot of different tools would be good.

I was just playing with osgEarth yesterday, and damn! that's neat.  I
haven't had as much luck getting VirtualPlanetBuilder to understand my
geotiffs.  But if osgEarth can understand them, then it's probably a
solvable problem with how data is getting sent to gdal or something
like that.

Anyway, I keep coming back to that same problem:  I need to be able to
manually edit anything with a modeling problem since my employers make
random requests all the time.  Your flattening of the database in
configurable areas sounds similar.  So, to answer your question, I'd
like to be able to modify databases offline.  Being able to do fancy
stuff like stitching in roads and prebuilt models of cities and stuff
would be very cool.

Both VPB and osgEarth seem to default to building scenegraphs with
PagedLOD nodes, which I don't think will work for me.  One option I
thought of is to use VPB to create a big database in a single file
with traditional LOD nodes, then use a separate program to convert it
all to individual .flt tiles and a Metaflight file or something
similar.  I'll have to do more thinking about this option.  Anyone
know of any alternatives to Metaflight that can describe tiled
databases but still let you store and edit tiles individually?  I just
want to consider all the options.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com


>
> Message: 14
> Date: Tue, 30 Mar 2010 10:33:34 +
> From: "Torben Dannhauer" 
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] looking for a terrain database building
>        toolchain
> Message-ID: <1269945214.m2f.26...@forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Hi Terry,
>
> I have quite the same goal to reach, so I would happy to cooperate and create 
> a usefull toolchain.
>
> At the moment I use VPB to generate the database.
> I'have tried osgEarth but the VPB Plugin over there doesn't work very well, 
> it loades all tiles at highest LOD and my FPS falls down to less than 5 fps.
> So osgEarth is not an option.
>
> At the beginning, I had a lot of problems to compile my datase ( ~800GB raw 
> data.
> with 64 Bit and the newest VPB it now works quite stable, resuming works and 
> it is possible. With compressing all geotiffs with LZW the build time is 
> reduzed dramatically from several weeks to days ( 16 Cores, 12 gig ram, 
> several HDDs for source data)
> About this task, I have written a detailed documentation which I plan to 
> publish on VPB wiki.
>
> The following tasks are not solved but are only my current todo list:
>
>        adding forest to database based on openstreetmap shapes. Use of LOD to 
> blend forest on configurable distance in and out
>
>        flattening/pulling ground to specifig height of the  geocentric 
> database in configurable areas to provide complete flat areas (or other 
> height feature) for flat airports or other submodels.
>
>        adding streets and other feature of OpenStreetMap and other sources
>
>
>
> Would you like to modify database offline or online during runtime via 
> pseudoloader?
>
> Both approaches are quite interesting I think.
>
> I would be happy if we could create a Toolchain and write a detailed 
> documentation (I'd like to do this, because I struggled myself often at the 
> beginning due to lack of documentation)
>
> Cheers,
> Torben[/list]
>
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Re: [osg-users] libPNG API changes

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
LibPNG changed their API in January. I have a current Arch Linux install 
which uses the newer version, but we can presume it will crop up more. 
The only two current issues are addressed by:


/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 
176d175

< #if PNG_LIBPNG_VER < 10004
178,180d176
< #else
< if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0)
< #endif
231,232d226
< {
< #if PNG_LIBPNG_VER < 10004
234,237d227
< #else


Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Paul Martz

Benjamin GODIN wrote:

In Fact, I have different objects in my scene and each geode has his own 
PositionAttitudeTransform as his parent.

At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do 
this, I'm using the NodeVisitor.
I have a table containing each translation vector for each geode for each 
timestamp. But in the NodeVisitor, I don't know which geode refers to which 
line in my table. So I needed a reference between the two.  :)


You could just store the address of the PAT in the table, then you could just 
iterate over the table and avoid the overhead of a NodeVisitor.

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[osg-users] libPNG API changes

2010-03-31 Thread Bruce Wheaton
LibPNG changed their API in January. I have a current Arch Linux  
install which uses the newer version, but we can presume it will crop  
up more. The only two current issues are addressed by:


/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp
176d175
<#if PNG_LIBPNG_VER < 10004
178,180d176
<#else


Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Stephan Huber
hi,

Am 31.03.10 22:42, schrieb Paul Martz:
> FYI, I'm sort of waiting to hear what's up with this issue, will it
> require a change or not.
> 
> The change I just put in for static linking on the 2.8 branch really is
> so insignificant that it hardly merits a new release candidate. But if
> there's a change for XCode too, then I'd like to cook another release
> candidate and let people taste the cooking before the final release.
> 
> On the other hand, I don't want to hold this up forever. So any progress
> you folks can make on the XCode issue will be greatly appreciated. At
> the time I write this, the XCode issue is the only item holding up the
> release.

I don't know what the problem is with the xcode-files. I migrated the
changes from the xcode-project from trunk to 2.8.x, and I can't spot any
difference.

I think I found a solution for this, but osg is still compiling. I don't
want to submit new files without testing them. With 6 configurations
this will take some time.

cheers,
stephan
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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Bruce Wheaton
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for  
the osgViewer framework, then recompile, the problem goes away.


I'm not 100% if this is the right place, but it seems appropriate -  
the targets seem to be broken down by carbon and cocoa here in the  
viewer more than anywhere.


I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target  
configurations with apparent success.


Hopefully that's it - a fairly minor change. I don't see a reason why  
it wouldn't always be set, since without the flag the correct window  
implementation doesn't get compiled.


If Stephan doesn't get back before you need it, I can modify a clean  
Xcode project and send it back? Where would that be too?


Bruce




On Mar 31, 2010, at 1:42 PM, Paul Martz wrote:

FYI, I'm sort of waiting to hear what's up with this issue, will it  
require a change or not.


The change I just put in for static linking on the 2.8 branch really  
is so insignificant that it hardly merits a new release candidate.  
But if there's a change for XCode too, then I'd like to cook another  
release candidate and let people taste the cooking before the final  
release.


On the other hand, I don't want to hold this up forever. So any  
progress you folks can make on the XCode issue will be greatly  
appreciated. At the time I write this, the XCode issue is the only  
item holding up the release.

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Benjamin GODIN
In Fact, I have different objects in my scene and each geode has his own 
PositionAttitudeTransform as his parent.

At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do 
this, I'm using the NodeVisitor.
I have a table containing each translation vector for each geode for each 
timestamp. But in the NodeVisitor, I don't know which geode refers to which 
line in my table. So I needed a reference between the two.  :)

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz
FYI, I'm sort of waiting to hear what's up with this issue, will it require a 
change or not.


The change I just put in for static linking on the 2.8 branch really is so 
insignificant that it hardly merits a new release candidate. But if there's a 
change for XCode too, then I'd like to cook another release candidate and let 
people taste the cooking before the final release.


On the other hand, I don't want to hold this up forever. So any progress you 
folks can make on the XCode issue will be greatly appreciated. At the time I 
write this, the XCode issue is the only item holding up the release.

--
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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins.  Some already do this.  If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
be appropriate.


Hi Robert -- I added namespaces to the FBX and 3DS plugins, but left the OBJ 
plugin alone. This has resolved the issue for the 2.8.3 release.


This is on the 2.8 branch as revision 11303. If the merge back to trunk turns 
difficult, let me know, and I'll do the change there and post full changed files 
to osg-submissions as usual. (Now that I've already committed the change, I'm 
thinking we should also use the same convention in OBJ, for consistency, so you 
might want to consider that for trunk.)

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer 
and osgmovie targets, they don't run.


I've tried the Carbon 32-bit and Cocoa 32-bit versions.

I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks.
osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Frameworks 
are copied into the bundle's Frameworks folder

All plugins are copied into the bundle's Plugins folder

But when the apps try to make a window, they fail with:

View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface 
available, cannot create windows.


As I recall, this used to be enough. Did the introduction of the Cocoa 
viewer change something? Is there an environment variable that needs to 
be set? Since I intend to make a Mac bundle, I'd rather not have any 
user installation steps.


Thanks for the issue report. I'm not encountering any such issues when I build 
with CMake / makefiles / gcc on OS X 10.5, and I have offline emails indicating 
this same build configuration works for 10.6. It seems to be XCode-only. Stephan 
Huber contributed the XCode project files, perhaps you two can work together to 
resolve the issue?


It'd be nice to have this resolved prior to release, so anything you guys can 
come up with would be greatly appreciated.

--
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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz  wrote:

Does anyone have any other thoughts or ideas on this? Seems like we need a
policy that we can use in OSG going forward, so that this same issue doesn't
keep creeping back into the code (only to be discovered the day before the
scheduled release :-( ...)


If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins.  Some already do this.  If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
be appropriate.


Thanks for the feedback. I am able to reproduce this issue on Windows, and there 
is also a symbol collision, as suspected, with the FBX plugin. I'll work on the 
namespace solution and see how far I get. Whee!

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Re: [osg-users] Two cameras for the same scene

2010-03-31 Thread John Galt
Hi,

I took a look at the example. I couldn't figure out how to see both views at 
the same time on the screen.

Thank you!

Cheers,
John

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Re: [osg-users] Collision Detection

2010-03-31 Thread ted morris
On Thu, Mar 18, 2010 at 12:56 PM, Jason Daly  wrote:

> ted morris wrote:
>
>>
>> yeah, looked through that one a while ago. I was hoping there will be an
>> "osgpolytopeintersection" demo out there with
>> some of these ideas.
>>
>
> I think the OSG Quick Start Guide uses a PolytopeIntersector to demonstrate
> picking.  Not exactly what you're trying to do, but it at least shows how to
> set up the intersector.  That's the only other example I know of.
>
>
> --"J"
>
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yeah, maybe if I can assign planes on each side of the cars as a
PolytopeIntsersector ... I guess one will never have
the 'perfect example' available. :)

thanks!
t
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Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-31 Thread ted morris
okay... but I wonder why the other callbacks for the other osg::Switch
children beyond child #1 don't
get their updateCallbacks invoked.  Perhaps I'll have to try and explicitly
removed the updateCallbacks
or something like that...

On Sat, Mar 27, 2010 at 11:07 AM, Paul Martz  wrote:

> Ted Morris wrote:
>
>> OK, so I turn on one vehicle as in:
>>
>> _vehiclesw->setSingleChildOn(1);
>>
>> The scene just renders the single object and runs through the callback.
>> fine. But then it also is still running through object "0" callback
>> (although it is not being rendered in the scene). Interestingly, the other
>> children > 1 don't have their callbacks invoked under this circumstance.
>>
>
> The UpdateVisitor constructor shows that it uses the TRAVERSE_ALL_CHILDREN
> traversal mode by default, so it doesn't necessarily care which child is
> active. If a subgraph contains update callbacks, the UpdateVisitor will
> traverse.
>   -Paul
>
>
>
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Robert Osfield
Hi Paul,

On Wed, Mar 31, 2010 at 6:54 PM, Paul Martz  wrote:
> As for 2.10 and 2.12, they seem to be off the radar, although they were
> announced at the SIGGRAPH OSG BOF last August in the slides from Robert that
> I presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe
> Robert can comment on that. But my understanding is that he's intending
> "3.0" to be the next stable release off of trunk.

I didn't really can't 2.10 as much as aim for the next stable release
being 3.0 as the number of major new features such as OpenGL ES and
OpenGL 3.x, new serialization support etc are significant enough to
warrant a major version bump.   I tend to think of the major version
bumps as different era's in the projects history.

Cheers,
Robert.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

I'm easily swayed either way.  Paul has already put everything behind
a 2.8.3 release is almost ready to push the button, I believe it
should be his final call as to whether he feels bumping the version
2.10.0 is OK.   What ever Paul decides I'll run with and do what I can
to assist.


Thanks, I'm inclined to stick with 2.8.3 at this point.

OSG 2.8.0/1/2 apps should require only a recompile/relink to build with 2.8.3, 
except if they use osgAnimation (which is technically not what I'd call "core 
OSG"). Art, your osgPPU tagged for 2.8 should compile and link with 2.8.3 just 
fine, so no need for you to do a new tag. Let me know if that's not the case.


The bottom line is that I think the "2.8.3" moniker is appropriate.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Art Tevs wrote:

Hi Paul,

just a question, maybe I missed it: why we actully started now with the 
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for 
major release in order to tag also new version of osgPPU. However due to the 
used patch numbers, I thought that these are just small updates.


Hi Art -- 2.8.x releases are developed and tagged off of the 2.8 branch.


So will we continue with 2.8.x numbering or is there a plan to go further with 
the old numbering, 2.10, 2.12, ...


That's up to you and the rest of the community. If someone wants to do another 
release on the 2.8 branch, that would be "2.8.4".


As for 2.10 and 2.12, they seem to be off the radar, although they were 
announced at the SIGGRAPH OSG BOF last August in the slides from Robert that I 
presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe 
Robert can comment on that. But my understanding is that he's intending "3.0" to 
be the next stable release off of trunk.

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[osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Bruce Wheaton
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer  
and osgmovie targets, they don't run.


I've tried the Carbon 32-bit and Cocoa 32-bit versions.

I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks.
osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Frameworks  
are copied into the bundle's Frameworks folder

All plugins are copied into the bundle's Plugins folder

But when the apps try to make a window, they fail with:

View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface  
available, cannot create windows.


As I recall, this used to be enough. Did the introduction of the Cocoa  
viewer change something? Is there an environment variable that needs  
to be set? Since I intend to make a Mac bundle, I'd rather not have  
any user installation steps.


Regards,

Bruce Wheaton


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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Robert Osfield
Hi Art, Paul et. al,

On Wed, Mar 31, 2010 at 6:30 PM, Art Tevs  wrote:
> just a question, maybe I missed it: why we actully started now with the 
> numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for 
> major release in order to tag also new version of osgPPU. However due to the 
> used patch numbers, I thought that these are just small updates.
>
> So will we continue with 2.8.x numbering or is there a plan to go further 
> with the old numbering, 2.10, 2.12, ...
>
> Thank you for your attention and sorry if this was discussed before, I could 
> miss that.

Normally a 2.8.x series should be bug fix release, with binary
compatibility where possible.

Bumps in the minor point i.e. 2.8 to 2.10 would imply new features,
and allow for binary incompatible changes.

For the 2.8.3 release it's been mostly about bug fixes, but alas it
has broken the binary compatibility, and there is a few feature
enhancements as well... so... it's pushing the normal boundaries of a
patch release, but it is enough to justify a bump in the minor point
to 2.10?  This is a good question.

Right now 2.8.3 has been made off the 2.8 branch, so if we did change
2.8.3 to 2.10.0 then we'd need to make a OpenSceneGraph-2.10 branch,
then update the version info, then make a 2.10.0-rc1 off 2.8.3.  This
is a bit more work for Paul who will already been rather pushing
things, I could do the branch if Paul wants to go this route.  I'd
also have to bump up the 2.9.x dev series to become a 2.10.x dev
series to avoid confusion over features, this is a minor change for me
though.

Marketing wise a 2.10.0 release sounds more impressive than a 2.8.3 release...

I'm easily swayed either way.  Paul has already put everything behind
a 2.8.3 release is almost ready to push the button, I believe it
should be his final call as to whether he feels bumping the version
2.10.0 is OK.   What ever Paul decides I'll run with and do what I can
to assist.

Cheers,
Robert.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Art Tevs
Hi Paul,

just a question, maybe I missed it: why we actully started now with the 
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for 
major release in order to tag also new version of osgPPU. However due to the 
used patch numbers, I thought that these are just small updates.

So will we continue with 2.8.x numbering or is there a plan to go further with 
the old numbering, 2.10, 2.12, ...

Thank you for your attention and sorry if this was discussed before, I could 
miss that.

Cheers,
Art

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Re: [osg-users] [osgPPU] Help with glow example

2010-03-31 Thread Art Tevs
Hi Allen,

just for the next, if you have questions regarding to osgPPU, then take first a 
look into the documentation. osgPPU project can be found at 
http://projects.tevs.eu/osgppu the doxygen documentation is at 
http://www.tevs.eu/doc/osgPPU/

osgPPU is pretty well documented or at least comment in the code. I tried to 
write a lot of comments for beginners, so take a look on them.

Now to your questions:
 

allensaucier wrote:
> 
> 1. what line of code actually performs the glow effect?
> a. I am a novice with shaders and osgPPU
> b. I found how to increase the intensity of the glow within the shader 
> source code; it is the * 2 effect on glowColor
> c. I can not find the line of code that actually performs the glow
> 

There is no direct one line or function. It is just matter of the algorithm 
used behind. For glow effect the object which has to glow is rendered separatly 
in a buffer. This buffer is then blurred (shaders) and added to the main view 
also in a shader. So you have to understand first how the algorithm works and 
then you will find the lines of code you actually need.


> 
> 2.  Within the shader source code, the variables view and glow confuse me.  
> Nothing within glow.cpp refers directly to either of these variables and so I 
> do not know 
> 1) how the glow effect actually happens.
> 2) how the different input to shaderSrc is actually differentiated 
> between view and glow.
>   Would someone please tell me? :-*
> 
>  I have noticed that the resultShader receives input from unitCam1 and 
> from blury which gives the "view" and "glow" outputs, though I do not fully 
> understand how.
> 

See previously. View is the main view, glow is the glowed view.


> 
> 3. I have continued to notice the use of processor as the beginning of the 
> pipeline.  When adding a child to a pipeline element, does that automatically 
> send output to the child?
> 

If your child is a osgPPU::Unit, then yes, it should more or less send 
automatically the output of the parent to the child. Think on the osgPPU 
pipeline as on some graph with nodes as your processing units, which do 
something with the input and producing the output to the next nodes. Processor 
is the root node of the pipeline and has to be always used. It is needed to 
allow running of osgPPU's own node visitors to be able to flawlessly cooperate 
with OpenSceneGraph.


> 
> 4. I have noticed that there are 2 camera inputs into the pipeline. One is 
> the main camera directly attached to processor.  The other is a new camera, 
> slaveCamera, which is attached to unitSlaveCamera.  What stops the main 
> camera's output from going into the unitSlaveCamera?
> 

Main camera renders the whole scene. Slave camera renders only the objects 
which needs to glow. 


> 
> 5. what does osgPPU::UnitCameraAttachmentBypass mean?
> 6. what does osgPPU::UnitCamera mean?
> 

UniCameraAttachmentBypass do bypass camera's attachments (i.e. render textures) 
into the osgPPU pipeline. As I said before, every unit is a node computing 
outputs by using inputs. Inputs are always textures. So in order to bring it to 
the pipeline from OpenSceneGraph's cameras, we place this unit either directly 
under Processor or under UnitCamera. UnitCamera do bypass the osg's camera to 
the pipeline. It has no direct output and hence UnitCameraAttachmentBypass is 
required to get camera attachments and put it into the pipeline. Units placed 
under AttachmentBypass will use camera's texture as input.


So, I hope I was able to clarify this. Please take a look into documentation. 
Based on the examples and the reference api documentation (doxygen) you should 
be able to understand what is every unit good for.

regards,
art

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Re: [osg-users] VS2010

2010-03-31 Thread Mattias Helsing
Hi Anders,

All the ..'s are intended and put there with the purpose to avoid the
Release, Debug, RelWithDebugInfo and RelMinSize folders that Cmake
wants to put binaries (and other stuff like libs) in. You should look
in the other end - that is - why your cmake install script doesn't
pick up on this. I wasn't there in the beginning of osg cmake history
but this scheme has been there since then I think. I haven't got
vc2010 myself so can't test. Sorry.

2p
/Mattias

On Tue, Mar 30, 2010 at 8:00 PM, Anders Backman  wrote:
> In the generated file: src\OpenThreads\Win32\cmake_install.cmake
> I can see that .lib and .dll get the wrong path (cmake install is looking at
> the wrong place). Header files seems ok:
>
> I certainly havent added any '..' in the install path. Its a perfect
> absolute path.
>     FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE
> STATIC_LIBRARY OPTIONAL FILES
> "C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThreads.lib")
>   ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES
> "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
> ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL
> "libopenthreads-dev")
> IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL
> "libopenthreads")
>   IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
>     FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE
> SHARED_LIBRARY FILES
> "C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThreadsd.dll")
>   ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
>
> For some reason, .. is added before the .lib and ../../bin is added before
> the .dll:s
> In applications/osgviewer/cmake_install.cmake:
>     FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE EXECUTABLE
> FILES
> "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe")
> '..' added there too.
> Arguments to cmake:
> cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G "Visual Studio
> 10"
>
> Has anyone successfully built osg with vs2010?
> /A
>
> 2010/3/30 andersb 
>>
>> Never write two things in one email :-)
>> In my first post, there was output of the error I get. I have looked
>> around on the web but haven't found anything helpful.
>> It complains that the openthreads dll file is missing, then some cmake/vs
>> jibberish:
>>
>> Problem is really that the path of the dll-files are all wrong...
>> The Cmake install scripts are trying to locate them at:
>>
>> c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll"
>> Instead of
>>
>> c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll"
>> Have to look into that some more, although Im running the same
>> cmake-command as with vs2008...
>> But with latest CMake (to get vs2010 support)...
>> Unfortunately I need to build it myself to get x64 libs which I need.
>> All libraries have built just fine until osg regarding install. Even
>> collada and boost!
>> Probably some trivial error.
>> Thanks
>> /A
>>
>> >-- Build started: Project: INSTALL, Configuration: Release Win32
>> > --
>> 3>  CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE):
>> 3>    file INSTALL cannot find
>> 3>
>>  "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll".
>> 3>  Call Stack (most recent call first):
>> 3>    src/OpenThreads/cmake_install.cmake:36 (INCLUDE)
>> 3>    src/cmake_install.cmake:32 (INCLUDE)
>> 3>    cmake_install.cmake:36 (INCLUDE)
>> 3>
>> 3>
>> 3>  -- Install configuration: "Release"
>> 3>  -- Up-to-date:
>> C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc
>> 3>  -- Up-to-date:
>> C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc
>> 3>  -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib
>> 3>C:\Program Files
>> (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
>> MSB3073: The command ""C:\Program Files (x86)\CMake 2.8\bin\cmake.exe"
>> -DBUILD_TYPE=Release -P cmake_install.cmake
>> 3>C:\Program Files
>> (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
>> MSB3073: :VCEnd" exited with code 1.
>> == Build: 2 succeeded, 1 failed, 77 up-to-date, 0 skipped
>> ==
>>
>>
>> On Tue, Mar 30, 2010 at 7:00 PM, Jean-Sébastien Guay
>>  wrote:
>>>
>>> Hi Anders,
>>>
 What about the install of OpenThreads, anyone seen it before?
>>>
>>> Nope, I always run the INSTALL target after building (on VS2005 and
>>> VS2008 though) and have never seen that. In my case the file it's trying to
>>> find exists...
>>>
>>> Were there any errors when building OpenThreads (maybe buried in the
>>> output so you didn't see it)? The only reason why it shouldn't be there is
>>> if it wasn't built, and sometimes the INSTALL target runs even if dependent
>>> projects failed to build (which doesn't make sense to me, but that's how
>>> CMake does it)...
>>>

[osg-users] ffmpeg plugin on osx

2010-03-31 Thread stefan nortd
Hi,

Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When 
building the osgmovie example I keep getting the attached linker errors no 
matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building 
everything from scratch. I have a feeling though the ffmpeg configure script is 
ignoring the arch flag or I am doing it wrong.

I even tried setting the flags like this without much luck.
LDFLAGS="-arch i386"
CFLAGS="-isysroot /Developer/SDKs/MacOSX10.5.sdk -arch i386"

Any ideas. Hope this is not too offtopic here. 


Code:

ld: warning: in 
/Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavcodec.a, 
file is not of required architecture
ld: warning: in 
/Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavdevice.a, 
file is not of required architecture
ld: warning: in 
/Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavformat.a, 
file is not of required architecture
ld: warning: in 
/Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavutil.a, 
file is not of required architecture
ld: warning: in 
/Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libswscale.a, 
file is not of required architecture





Thank you!

Cheers,
stefan


stefan hechenberger

http://linear.nortd.com

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[osg-users] [osgPPU] Help with glow example

2010-03-31 Thread Allen Saucier
Hi Community,

I have several questions about the glow example.  Any help would be appreciated.

1. what line of code actually performs the glow effect?
a. I am a novice with shaders and osgPPU
b. I found how to increase the intensity of the glow within the shader 
source code; it is the * 2 effect on glowColor
c. I can not find the line of code that actually performs the glow

2.  Within the shader source code, the variables view and glow confuse me.  
Nothing within glow.cpp refers directly to either of these variables and so I 
do not know 
1) how the glow effect actually happens.
2) how the different input to shaderSrc is actually differentiated 
between view and glow.
  Would someone please tell me? :-*

 I have noticed that the resultShader receives input from unitCam1 and from 
blury which gives the "view" and "glow" outputs, though I do not fully 
understand how.

3. I have continued to notice the use of processor as the beginning of the 
pipeline.  When adding a child to a pipeline element, does that automatically 
send output to the child?

4. I have noticed that there are 2 camera inputs into the pipeline. One is the 
main camera directly attached to processor.  The other is a new camera, 
slaveCamera, which is attached to unitSlaveCamera.  What stops the main 
camera's output from going into the unitSlaveCamera?

5. what does osgPPU::UnitCameraAttachmentBypass mean?

6. what does osgPPU::UnitCamera mean?

Thank you so much for your help. :D

Cheers,
Allen

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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Chris 'Xenon' Hanson
On 3/31/2010 9:33 AM, Robert Osfield wrote:
> static linking itself is something that we probably need to expand out
> tests for - the osgstaticviewer is the only example designed for
> static linking, and it only links with a couple of plugins.  We could
> potentially expand this to include more plugins for testing purposes.

  I concur. More and more people static link. I would like to see some work 
done in the
CMake configuration so that when static link is selected, 
known-problematic-license
plugins (plugins that lack or cannot abide the LGPL-static exemption) are 
removed from the
build. This little-known issue has been responsible for several LGPL license 
violations
during OSG's history and I'd like to help prevent innocent and unwitting 
violations.

> Robert.

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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Robert Osfield
Hi Paul,

On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz  wrote:
> Does anyone have any other thoughts or ideas on this? Seems like we need a
> policy that we can use in OSG going forward, so that this same issue doesn't
> keep creeping back into the code (only to be discovered the day before the
> scheduled release :-( ...)

If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins.  Some already do this.  If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
be appropriate.

static linking itself is something that we probably need to expand out
tests for - the osgstaticviewer is the only example designed for
static linking, and it only links with a couple of plugins.  We could
potentially expand this to include more plugins for testing purposes.

Robert.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Rafa Gaitan
Hi Paul,

I understand that change all plugin will be problematic, I only mean
the FindCOLLADA.cmake, that finds all requirements and make easy
building the plugin against static collada.

Anyway we can survive without this change in the 2.8.3 :),

You guys are doing a very good work with this release.

Rafa.


On Wed, Mar 31, 2010 at 5:05 PM, Paul Martz  wrote:
> Jean-Sébastien Guay wrote:
>>
>> Hi Rafa,
>>
>>> I'm not sure if we arrive on time, but maybe it will be interesting to
>>> add lastest mods of CMake for Collada plugin.
>>>
>>> What do you think?
>>
>> I had already requested the recent changes to the Collada plugin and Paul
>> said it would be too big a change to include in 2.8.3, given how much is
>> already there, so perhaps in a possible 2.8.4 after that...
>
> Thanks, J-S. Yes, this was discussed before. The Collada changes have a
> pretty invasive revision dependency chain, and those are just the revisions
> I know about, so it seemed too risky to attempt it. And, as it turns out, I
> now have my hands full with the static linking issue, so I'll be lucky if I
> can resolve that and get the release out the door.
>
> I'm not the only person who can run "svn merge". :-) Anyone in the community
> is welcome to merge the collada changes onto their local copy of the 2.8
> branch and, once you get something viable, post it to osg-submissions like
> any other change (clearly stating it's a change to the 2.8 branch). If it
> turns out to be totally trivial, we can reconsider adding it to 2.8.3, or it
> can go into a 2.8.4 release.
> --
>  -Paul Martz      Skew Matrix Software
>                   http://www.skew-matrix.com/
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Universidad Politécnica de Valencia
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Rafa,


I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?


I had already requested the recent changes to the Collada plugin and 
Paul said it would be too big a change to include in 2.8.3, given how 
much is already there, so perhaps in a possible 2.8.4 after that...


Thanks, J-S. Yes, this was discussed before. The Collada changes have a pretty 
invasive revision dependency chain, and those are just the revisions I know 
about, so it seemed too risky to attempt it. And, as it turns out, I now have my 
hands full with the static linking issue, so I'll be lucky if I can resolve that 
and get the release out the door.


I'm not the only person who can run "svn merge". :-) Anyone in the community is 
welcome to merge the collada changes onto their local copy of the 2.8 branch 
and, once you get something viable, post it to osg-submissions like any other 
change (clearly stating it's a change to the 2.8 branch). If it turns out to be 
totally trivial, we can reconsider adding it to 2.8.3, or it can go into a 2.8.4 
release.

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Re: [osg-users] View-dependent OverlayNode w/o CoordinateSystemNode?

2010-03-31 Thread Chris Long
Hi,

Thanks a lot for the quick reply. Yes, that's definitely an improvement. The 
demos now work better. VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But 
with VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the overlay is 
pasted onto still turns all black in the osganimate and osgspheresegment demos.

Changing the zfar doesn't seem to matter; using getPoints instead of 
computeSilhouette is what does it.

Unfortunately, it doesn't solve my underlying problem (yet), which is needing 
to overlay geometry that's far apart. When I run my app with this modification, 
the overlaid geometry shows up in view-dependent mode (yay!), but it's still 
rendering all the overlaid geometry so the quality of the overlaid texture 
degrades as the bounding box of the overlayid geometry increases (boo!). I 
tried it both with perspective and orthographic rendering.

I'm thinking now that maybe if I look more into computeSilhouette I might be 
able to get it to do what I want. But if you (or someone else) has any ideas 
about it or about other approaches, I'd love to hear it.

Thank you!

Cheers,
Chris

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[osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz
Hi all -- Stefan uncovered an issue when building 2.8.3 with static libraries. 
The OBJ and 3DS plugins have duplicate symbol names, notably 
PrimitiveIndexWriter::drawArrays, which causes a link error. The FBX plugin 
might also have this issue. See the thread "2.8.3-rc2 tagged" for full details. 
I wanted to open a new discussion thread for this issue, as it's almost 
certainly a problem on trunk and therefore applicable to anyone in the community 
building OSG as static libraries. Any fix I put in to 2.8.3 will probably need 
to be merged back to trunk.


One way to resolve this would be to wrap the symbols in a plugin-specific 
namespace. Alternatively, we could hit it with a hammer and just change the 
symbol names so that they are unique across all plugins.


Does anyone have any other thoughts or ideas on this? Seems like we need a 
policy that we can use in OSG going forward, so that this same issue doesn't 
keep creeping back into the code (only to be discovered the day before the 
scheduled release :-( ...)

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Paul Martz

Benjamin GODIN wrote:

Hello,

I was wondering if there was a way to set an ID to a node.
Then, I could use that ID in my NodeVisitor to refer to an external table which 
contains the values to use.
Is it possible ?

In fact, the only thing I have seen in the doc is the possibility to give the 
node a name (a String).


What functionality do you need beyond a string? You can attach anything that 
derives from Referenced as UserData on anything that derives from Object, 
including Node. The osgWorks project defines a RefID class, which is essentially 
a reference counted string, for just such a purpose. (See osgworks.googlecode.com.)

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Benjamin GODIN
Thanks. I will just probably use the name as a reference (id). :)

Benjamin.

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Re: [osg-users] stereo mode for part of a scene graph?

2010-03-31 Thread Cory Riddell
Robert,

On 3/31/2010 3:34 AM, Robert Osfield wrote:
> In the case of the stats these are just drawn on the image plane,
> controlled by an override of the projection and view matrix so it is
> in effect not computed in stereo at all.   If the stats did not use
> their own osg::Camera to override the projection and view matrix then
> you'd need to carefully position the drawables in depth and
> orientation to match the position of the image plane in scene.
>   

I'll take a look at this code and see if I can do something similar for
the background stuff that I draw. Thanks for the hints.

Cory
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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Jean-Sébastien Guay

Bonjour Benjamin,


In fact, the only thing I have seen in the doc is the possibility to give the 
node a name (a String).


You can use the name as an ID, it's up to your application to make sure 
the name is unique (perhaps unique in a particular subgraph). You could 
use a "name path", something like if a Group called "bob" has a child 
named "gilles" then the child could be referred uniquely by the name 
path "bob.gilles" or something like that. But that's all up to your app, 
OSG provides nothing to help you with this.


Hope this helps,

J-S
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Jean-Sébastien Guay

Hi Rafa,


I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?


I had already requested the recent changes to the Collada plugin and 
Paul said it would be too big a change to include in 2.8.3, given how 
much is already there, so perhaps in a possible 2.8.4 after that...


J-S
--
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Re: [osg-users] looking for a terrain database building toolchain

2010-03-31 Thread Jason Beverage
Hi Torben,

I'd recommend using the trunk if you're unsure of what version of
osgEarth you're using.  Right now it's just up to you to know what
version of the source you built against.  I'd recommend updating to
the trunk if you're unsure what version you've used.

I believe that if you use a standard osgdem command line, vpb will
create a database that can be accessed via osgEarth using the "nested"
 directory structure with no split levels.  You can define split
levels with vpb using the --splits commandline and I believe those are
only used with distributed builds.  If that's incorrect perhaps Robert
can chime in and correct me :)

You should also make sure that you add a
global-geodetic element within your VPB source as
sometimes the computed profile coming from VPB can be slightly off
causing osgEarth to try to reproject the imagery, which doesn't
currently work with DDS compressed tiles.

I haven't seen the issue with osgEarth always loading the highest LOD
when using a VPB database, can you elaborate a bit on that?

Thanks,

Jason

On Tue, Mar 30, 2010 at 10:57 AM, Torben Dannhauer
 wrote:
> Hi Jason,
>
> I use a geocentric database.
>
> How can I determine the osgEarth version?
>
> I also do not understand how the split level management (flat, nested etc.) 
> is used in osgEarth, the documentation is quite unclear.
>
> It only worked to display with an old database with all files in one 
> directory. All of my new databases have subdirectories with unknown split 
> levels (I think default, but I don't familiar if default splitlevel is a 
> fixed value or calculated depening on amount of rawdata. I don't know how to 
> configure osgEarth to display an vpb database.
>
> Even it it work to display, the LOD issue still remains.
>
> Thank you!
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26270#26270
>
>
>
>
>
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Re: [osg-users] osg-users Digest, Vol 33, Issue 72

2010-03-31 Thread Nitin Rangari
Hi all,
 I have quary regarding rendering

I have store facet data in osg::ConvexHull but while rendering it always
show *Flat* Rendering even if I set Smooth rendering

 this is first time i am sending quary if any body don't understand
quary please let me know
or if this is not right place to ask quary give me mail id where i can
ask quary

 Thanks all


On Wed, Mar 31, 2010 at 12:35 AM, <
osg-users-requ...@lists.openscenegraph.org> wrote:

> Send osg-users mailing list submissions to
>osg-users@lists.openscenegraph.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
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>
> or, via email, send a message with subject or body 'help' to
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>
> You can reach the person managing the list at
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>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of osg-users digest..."
>
>
> Today's Topics:
>
>   1. Re: VS2010 (Anders Backman)
>   2. stereo mode for part of a scene graph? (Cory Riddell)
>
>
> --
>
> Message: 1
> Date: Tue, 30 Mar 2010 20:00:32 +0200
> From: Anders Backman 
> To: OpenSceneGraph Users 
> Subject: Re: [osg-users] VS2010
> Message-ID:
>
> Content-Type: text/plain; charset="iso-8859-1"
>
> In the generated file: src\OpenThreads\Win32\cmake_install.cmake
>
> I can see that .lib and .dll get the wrong path (cmake install is looking
> at
> the wrong place). Header files seems ok:
>
>
> I certainly havent added any '..' in the install path. Its a perfect
> absolute path.
>
>FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE
> STATIC_LIBRARY OPTIONAL FILES
>
> "C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThreads.lib")
>  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES
> "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
> ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL
> "libopenthreads-dev")
>
> IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL
> "libopenthreads")
>  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
>FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE
> SHARED_LIBRARY FILES
>
> "C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThreadsd.dll")
>  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
>
>
> For some reason, .. is added before the .lib and ../../bin is added before
> the .dll:s
>
> In applications/osgviewer/cmake_install.cmake:
>
>FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE EXECUTABLE
> FILES
> "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe")
>
> '..' added there too.
>
> Arguments to cmake:
>
> cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G "Visual
> Studio
> 10"
>
>
> Has anyone successfully built osg with vs2010?
>
> /A
>
>
> 2010/3/30 andersb 
>
> > Never write two things in one email :-)
> >
> > In my first post, there was output of the error I get. I have looked
> around
> > on the web but haven't found anything helpful.
> > It complains that the openthreads dll file is missing, then some cmake/vs
> > jibberish:
> >
> >
> > Problem is really that the path of the dll-files are all wrong...
> > The Cmake install scripts are trying to locate them at:
> >
> >
> >
> c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll"
> >
> > Instead of
> >
> >
> >
> c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll"
> >
> > Have to look into that some more, although Im running the same
> > cmake-command as with vs2008...
> > But with latest CMake (to get vs2010 support)...
> >
> > Unfortunately I need to build it myself to get x64 libs which I need.
> > All libraries have built just fine until osg regarding install. Even
> > collada and boost!
> > Probably some trivial error.
> > Thanks
> >
> > /A
> >
> >
> > >-- Build started: Project: INSTALL, Configuration: Release Win32
> > --
> > 3>  CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE):
> > 3>file INSTALL cannot find
> > 3>
> >
>  
> "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll".
> > 3>  Call Stack (most recent call first):
> > 3>src/OpenThreads/cmake_install.cmake:36 (INCLUDE)
> > 3>src/cmake_install.cmake:32 (INCLUDE)
> > 3>cmake_install.cmake:36 (INCLUDE)
> > 3>
> > 3>
> > 3>  -- Install configuration: "Release"
> > 3>  -- Up-to-date:
> > C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc
> > 3>  -- Up-to-date:
> > C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc
> > 3>  -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib
> > 3>C:\Program Fi

Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Benjamin GODIN
Hello,

I was wondering if there was a way to set an ID to a node.
Then, I could use that ID in my NodeVisitor to refer to an external table which 
contains the values to use.
Is it possible ?

In fact, the only thing I have seen in the doc is the possibility to give the 
node a name (a String).

Thanks for the help,
Benjamin. :)

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Re: [osg-users] [build] How to build osgGtk and gtkglext libraries on windows

2010-03-31 Thread Bobo BARRY
Hi,

please can someone help me to build osgGtk and gtkglext libraries on windows 7? 
I tried very hard but i got nothing... :' 
Giving me compiled libraries for those packages on windows would be a good
way to help me.

Please help.

Thank you!

Cheers,
galaxy

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[osg-users] colladas node's name and id issue

2010-03-31 Thread Alexey Zakharov
Hi,
I am using osg to display my kinematics collada models. Kinematics I load 
myself and osg collada plugin loads the rest. Then I bind kinematics to the osg 
scene graph.

I have noticed that osg collada plugin loads name of the node but not its id. 
For instance, there is a collada node , 
corresponding osg node would have a "myName". Is there a way to get the Id, do 
you read/store it at all? 

I am asking because names sometimes duplicated and ids are unique. 

Thank you!

Cheers,
Alexey

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Re: [osg-users] 2.8.3-rc2 tagged

2010-03-31 Thread stefan nortd
Hi paul,

Your description sounds right.
And yes the name clash with the fbs plugin was just an assumption after doing a 
string search in the sources.

In terms of wrapping the plugins (eg: 3ds) in a namespace. I am not sure how 
this would be done without breaking code. I feel like I just know too little 
how the plugin code gets invoked but I assume that any namespaces have have to 
be considered there. After all it is an API change.

Maybe it's easier than I imagine. Any pointers appreciated.
Also feel free to push this to the next release if in a hurry.

Best,
stefan

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Re: [osg-users] Cocoa, ImageIO help needed

2010-03-31 Thread stefan nortd
Hi stephan,

Nice, this totally took care of the Carbon referencing issues. I ran into a 
couple of Cocoa related linking errors but only because I forgot to link to the 
cocoa framework. Just a heads up for people following this path.


Thank you!
stefan

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Re: [osg-users] stereo mode for part of a scene graph?

2010-03-31 Thread Robert Osfield
Hi Cory,

On Tue, Mar 30, 2010 at 7:50 PM, Cory Riddell  wrote:
> In my scene graph, I have a static image for the background (a
> white-blue gradient). When I turn on stereo mode, I get a red stripe on
> the right and a blue stripe on the left side of the window. I thought I
> was drawing my background the same way statistics are drawn, but
> apparently I'm not (btw, stats draw just fine - no red/blue).
>
> What controls if something is subject to stereo separation?

Depth into the scene, if an object is on the image plane that the left
and right image with be co-incident, if the objects is deeper than
this then it'll left image will be to the left and right image to the
right, if it's at infinity then the left and right images, for a
correctly setup stereo display) should be separated by the interocular
distance (the distance between the eyes), if the object is in front of
the image plane then the two images will be swapped.

In the case of the stats these are just drawn on the image plane,
controlled by an override of the projection and view matrix so it is
in effect not computed in stereo at all.   If the stats did not use
their own osg::Camera to override the projection and view matrix then
you'd need to carefully position the drawables in depth and
orientation to match the position of the image plane in scene.

Robert.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Rafa Gaitan
Hi Paul,

I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?

Rafa.


On Tue, Mar 30, 2010 at 4:57 PM, Paul Martz  wrote:
> Michael Rohn wrote:
>>
>> I tested it under Win7 with MinGW and had some problems during the build.
>
> Thanks for the testing and the input!
>
>> TXPNode.cpp -> needs #include 
>
> Thanks, that's r10965.
>
>> osgPlugins PNG -> problem with new libpng. Some functions in libpng are
>> renamed
>
> Sorry, but this amounts to a new feature request, and with the release just
> 1 day away we are well past considering new features, so I'll have to
> propose you include this in 2.8.4, or wait for the next stable release off
> trunk.
>
>> osgviewerSDL -> need to use the CMakeLists.txt from trunk
>
> Thanks, this is r10963, except it looks like this revision contains changes
> to PNG along the lines of upgrading to a new version of libPNG, so I'll
> include all the CMakeLists.txt changes in the revision, but not the change
> to the PNG plugin source.
>
> I'm merging in these changes now, they will be in the 2.8 branch head
> shortly.
>   -Paul
>
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Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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