Re: [osg-users] Rendering a scene from two cameras

2010-04-22 Thread J.P. Delport

Hi,

are you saving in the camera callback?

jp

On 22/04/10 19:29, Vedran Pavlic wrote:

Hi,

I need to render the same scene from two angles. So i tried to create a 
osg::Viewer and set its scene data. Then I add the first camera to the viewer. And 
the scene renders fine. After that i tried to add the second camera to the viewer 
so i call viewer->addslave().

Cameras write to osg::image which i will be sending as data over the network at 
a later point, but this is irrelevant now.

I created an event on ctrl click which writes the osg::Image data to the hard 
drive. The master camera saves fine, but the slave camera saves a blank image 
file. So i guess i didn't set up the cameras correctly. This is the code in 
which i set up the cameras:


Code:
#include "Renderer.h"
#include
#include
#include "ApplicationEngine.h"
#include
#include
#include

#define VIEWPOINTDISTANCE 10

Renderer::Renderer()
:
sceneManager(SceneManager::instance())
{
mountedObject = NULL;
masterImage = new osg::Image();
masterImage->allocateImage(100, 100, 24, GL_RGB, GL_UNSIGNED_BYTE);
layoutImage = new osg::Image();
layoutImage->allocateImage(100, 100, 24, GL_RGB, GL_UNSIGNED_BYTE);

cout<<"Stvaram View.\n";

masterCamera = new osg::Camera();
 masterCamera->setProjectionMatrixAsPerspective(60.0, 1, 1, 1000.0);
masterCamera->setViewMatrixAsLookAt(osg::Vec3(0, 40, 0), osg::Vec3(0, 
-5, 0), osg::Vec3(0, 0, 1));

layoutCamera = new osg::Camera();
layoutCamera->setProjectionMatrixAsOrtho(-200, 200, 200, -200, 1, 
1000.0);
layoutCamera->setViewMatrixAsLookAt(osg::Vec3(0, 0, 100), osg::Vec3(0, 
0, -5), osg::Vec3(0, 1, 0));

viewer = new osgViewer::Viewer();
viewer->setCamera(masterCamera);

masterCamera->attach(osg::Camera::COLOR_BUFFER, masterImage, 0, 0);
layoutCamera->attach(osg::Camera::COLOR_BUFFER, layoutImage, 0, 0);

viewer->addSlave(layoutCamera);
 viewer->addEventHandler(new osgViewer::StatsHandler());
viewer->addEventHandler(ApplicationEngine::instance());
 viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
viewer->setSceneData(sceneManager->getRootNode());
 viewer->realize();

 sceneManager->attach(this);

}

void Renderer::renderScene()
{
 viewer->frame();
}




Also if there is a better way to get this screen image on every frame feel free 
to say so.Thank you!

Cheers,
Vedran[/code]

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Re: [osg-users] Rendering to frame buffer bigger than screen

2010-04-22 Thread J.P. Delport

Hi,

search for "osgposter" on the submissions list/forum.

jp

On 22/04/10 18:06, Iñaki García wrote:

Hi,

I have developed an OSG-based application that renders a scene to a
window. That works fine.

But my client has required the scene printed to paper (A3). The solution
I've tried is using the WindowCaptureCallback (from an OSG example in
the wiki) to read the pixels from the graphics card and, resizing the
image to fit an A3 paper, copy it to the printer device context (windows
app). This works too, but with issues:
- The A3 printer device context has much more dots (horizontal res
bigger than 4000) that pixels I can retrieve from my scene window
(800x600 aprox, it's resizable).
- The resampling makes the image heavily "pixelized": The text in the
scene is hardly readable, because of the augmentation. The frustrum
projection and raster to pixels that in screen is hardly noticed, when
scaled upwards lead to a very ugly result.

I was wondering if it's possible to render the same scene to two frame
buffers:
1) The screen framebuffer, as I have it now.
2) A "on-memory" framebuffer, much bigger (ideally the same exact
resolution that I have in the printer context to avoid resizing artifacts).

So my questions are:
- Is this possible?
- With a single osgViewer or two viewers, one for each?
- Are there limitations in the resolutions available (power of two or
whatever) or in the maximum resolution achievable?
- Is there any OSG example that uses this "memory-only frame buffer"? Or
an OSG class name where I can start reading code to learn how to use it?

Thanks in advance

Ignacio Garcia
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Re: [osg-users] build errors VS2010 osgdb

2010-04-22 Thread Martin Naylor
Hi Mourad,

Yes the email was typed while trying to exit the door.

Cheers  for the fixes, I wish all patches in software could be so quick and
easy as one  email.

 

Martin.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: 22 April 2010 22:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] build errors VS2010 osgdb

 

Hi Martin,

 

I think you meant to say osgAnimation serializer and not osgDB. 

Anyway, this is because std::*::size_type is generally different in 32bits
and 64bits platforms. See this thread for more information about the issue :
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org
/2010-February/005729.html

I'll submit a fix for the osgAnimation serializer to osg-submission.

 

Mourad

 

 

On Thu, Apr 22, 2010 at 8:43 PM, Martin Naylor 
wrote:

Hi all,

Just having some build errors from the I forget to mention yesterday
trunk(64bit windows).

 

 

76>Animation.cpp(197): error C2593: 'operator <<' is ambiguous

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(97):
could be 'osgDB::OutputStream &osgDB::OutputStream::operator <<(double)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(96):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(float)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(95):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
long)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(94):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(long)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(93):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
int)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(92):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(int)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(91):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
short)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(90):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(short)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(89):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
char)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(88):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(char)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(87):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(bool)'

76>  while trying to match the argument list '(osgDB::OutputStream,
unsigned __int64)'

 

Does it need another outputstream defined ? or the compiler just fussy J?

 

 

Martin.

 


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Re: [osg-users] build errors VS2010 osgdb

2010-04-22 Thread Mourad Boufarguine
Hi Martin,

I think you meant to say osgAnimation serializer and not osgDB.
Anyway, this is because std::*::size_type is generally different in 32bits
and 64bits platforms. See this thread for more information about the issue
:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2010-February/005729.html
I'll submit a fix for the osgAnimation serializer to osg-submission.

Mourad



On Thu, Apr 22, 2010 at 8:43 PM, Martin Naylor
wrote:

>  Hi all,
>
> Just having some build errors from the I forget to mention yesterday
> trunk(64bit windows).
>
>
>
>
>
> 76>Animation.cpp(197): error C2593: 'operator <<' is ambiguous
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(97): could be
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(double)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(96): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(float)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(95): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned long)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(94): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(long)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(93): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned int)'
>
> 76>
>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(92):
> or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(int)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(91): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned short)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(90): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(short)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(89): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned char)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(88): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(char)'
>
> 76>
> D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(87): or
> 'osgDB::OutputStream &osgDB::OutputStream::operator <<(bool)'
>
> 76>  while trying to match the argument list '(osgDB::OutputStream,
> unsigned __int64)'
>
>
>
> Does it need another outputstream defined ? or the compiler just fussy J?
>
>
>
>
>
> Martin.
>
>
>
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>
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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Art Tevs
Hi Paul,

no, I do not have to change anything to build for 2.8.3 It is just that I added 
some small and big features to osgPPU. For example current svn trunk version 
has new Units (UnitInOutRepeat - for iterative/loop subgraphs), new examples 
and some bugfixes. I cannot use that new unit in 2.8.3 because it relay on some 
changes in 2.9.x versions (i.e. RenderingBin sorting mode TRAVERSE_ORDER). 

However, some bugfixes can be included very well into 0.4 branch. I just cannot 
tag the svn trunk of osgppu in order to be compatible with latest stable 
release 2.8.3. Hence I have to repatch the 0.4 version in order to solve the 
bugs and hence maintain also the 0.4 branch. So the 0.4.1 version will include 
only bugfixes, no new features.  


Cheers,
Art

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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Paul Martz

Hi Art -- I'm a little confused. Maybe we're not communicating clearly.

Art Tevs wrote:

As for osgPPU it is not only the getOrCreateGLBufferObject() which don't work, 
but also much more things. I tried yesterday to bring combine current trunk 
version of osgPPU with osg 2.8 and that didn't really worked out without 
introducing additional bugs.


OK. I understand you choose not to try to make your svn trunk head compatible 
with older versions of OSG, and instead you are drawing a compatibility line 
going forward. That's fine, and I understand this.



So, I decided to submit several patches to the 0.4 release but do not include 
new features, only patches. This will be a 0.4.1 version, which will be 
compatible with up-to osg 2.8.3.


This part I do not understand. I just downloaded the osgPPU 0.4 tar.gz, and it 
builds fine with OSG 2.8.3. Please tell me what you think you need to change in 
osgPPU 0.4 to make it compatible with OSG 2.8.3.


Thanks.

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[osg-users] osgDB Serialization optimization for double getter

2010-04-22 Thread Chuck Seberino
Wang et al,

I was looking through the output of one of my serializers and noticed that when 
writing out in ascii, it performs two instances of the get method.  Here is a 
snippet from the string serializer in osgDB/Serializer:

448 virtual bool write( OutputStream& os, const osg::Object& obj )
449 {
450 const C& object = OBJECT_CAST(obj);
451 if ( os.isBinary() )
452 {
453 os << (object.*_getter)();
454 }
455 else if ( ParentType::_defaultValue!=(object.*_getter)() )
456 {
457 os << PROPERTY((ParentType::_name).c_str());
458 os.writeWrappedString( (object.*_getter)() );
459 os << std::endl;
460 }
461 return true;
462 }

The (object.*getter)() method call, at least in my case, is a non-trivial 
accessor.  It gets called on line 455 as well as 458.  What do you think about 
adding a temporary between line 450-451 like so:

448 virtual bool write( OutputStream& os, const osg::Object& obj )
449 {
450 const C& object = OBJECT_CAST(obj);
const std::string& value = (object.*_getter)();
451 if ( os.isBinary() )
452 {
453 os << value;
454 }
455 else if ( ParentType::_defaultValue!=value )
456 {
457 os << PROPERTY((ParentType::_name).c_str());
458 os.writeWrappedString( value );
459 os << std::endl;
460 }
461 return true;
462 }

I suppose line 450 and my additional line could be squashed to a single 
expression, but you get the idea.  This will reduce it to a single accessor in 
the ascii case.  This same conversion can be used throughout the rest of the 
serializers as well.
I know you are making changes to some of the serialization code to support 
other classes.  Let me know if you want me to submit a patch, or if you want to 
do this and roll it up with other changes you are making.

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Re: [osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 04/22/2010 08:00 PM, Seppo wrote:
> Hi Jan,
> 
> Thanks for the info! I got mixed up with OSG versions - I was first going to
> compile with 2.9 series but then took the new release of 2.8.3 ..
> 
> Regards,
> Seppo

Oops, that would pretty much explain the problem :)

I am glad that you have managed to fix it.

Regards,

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

2010-04-22 Thread Torben Dannhauer
Hi,

Ah, thank you :)

Thank you!

Cheers,
Torben

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[osg-users] build errors VS2010 osgdb

2010-04-22 Thread Martin Naylor
Hi all,

Just having some build errors from the I forget to mention yesterday
trunk(64bit windows).

 

 

76>Animation.cpp(197): error C2593: 'operator <<' is ambiguous

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(97):
could be 'osgDB::OutputStream &osgDB::OutputStream::operator <<(double)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(96):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(float)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(95):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
long)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(94):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(long)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(93):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
int)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(92):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(int)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(91):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
short)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(90):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(short)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(89):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(unsigned
char)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(88):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(char)'

76>  D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(87):
or   'osgDB::OutputStream &osgDB::OutputStream::operator <<(bool)'

76>  while trying to match the argument list '(osgDB::OutputStream,
unsigned __int64)'

 

Does it need another outputstream defined ? or the compiler just fussy J?

 

 

Martin.

 

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[osg-users] OSG + NativeClient

2010-04-22 Thread Alok Priyadarshi
I have been working on porting OSG to NativeClient -
http://code.google.com/p/nativeclient/

NativeClient allows STATIC linkage to a custom OpenGL ES 2.0 library.
OSG requires dynamic GLESv2 libs. I am looking for a way to make OSG
work with static linking. I am also volunteering to do the actual work
with some guidance.

It seems for OSG_GLES2_AVAILABLE and OSG_GL3_AVAILABLE there is no
need to call built-in functions (glCreateShader, etc) through the
extension mechanism. The built-in functions can be called directly
eliminating the need for LoadLib + ProcAddress. I can either change
osg::GL2Extensions or all the places where the built-in functions need
to be called. These functions are not extensions anymore anyway.
Ideas?

Thanks,
-Alok
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Re: [osg-users] Transparent Wall and Grid system Creation

2010-04-22 Thread Richard Redding
Hi again,

Thanks a lot for that code, I'm sure it will be a real help for me but I can't 
seem to create the geode and pass it to my addDrawable

I'm getting an error of:

[code]
osg::Geometry* grid_sd = new osg::Geometry();
osg::Geode* grid_geode = new osg::Geode();
grid_geode->addDrawable(grid_sd);



error C2512: 'osg::Geometry' : no appropriate default constructor available

error C2664: 'osg::Geode::addDrawable' : cannot convert parameter 1 from 
'osg::Geometry *' to 'osg::Drawable *'[/code]

I don't know understand where to define an appropriate default constructor?

... 

Thank you!

Cheers,
Richard

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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Allen Saucier
Thank you Art. :)

I understand and it does appear that the "trunk" version of OSG has a different 
API from the stable release version, 2.8.3.

I'll be happy to stay with osg 2.8.3 and osgPPU 0.4.  This combination works 
very well on both linux and windows.  I'll upgrade my version of osgPPU 
whenever you have the time out update it.  No hurry.

I really appreciate your work as you have helped me immeasurably!  I can now 
accomplish my task and finish my project because of your osgPPU module.

Thanks Art,
Allen

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Re: [osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Seppo
Hi Jan,

Thanks for the info! I got mixed up with OSG versions - I was first going to
compile with 2.9 series but then took the new release of 2.8.3 ..

Regards,
Seppo


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: 22. huhtikuuta 2010 18:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenVRML include vrml97node.h missing

Hello,

That seems that you are using the old VRML plugin. For this version of
OSG you need the old OpenVRML 0.14.3, nothing newer than that. There
was a major change in the API around that time and the libraries are
not compatible. You can get it from SourceForge. There will likely be
a small patch required to get the old library to compile with recent
compilers, you can find that here:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Li
nux

Alternatively you can update to newer OSG, the 2.9.x series has an
updated version of the plugin included.

Regards,

Jan

On Thu, Apr 22, 2010 at 3:14 PM, Seppo  wrote:
> Hi,
>
>
>
> I have downloaded and build openvrml 0.18.4  (tied also with versions 18.3
> and 18.5)
>
> and included it to osg 2.8.3 but the compile stops as it does not find
> openvrml/vrml97node.h
>
>
>
> As I looked into openvrml folder there was no include dir nor there was
> openvrml/vrml97node.h -file anywhere.. where can I download correct
openvrml
> distribution with those files/dirs? I found them not from openvrml.org nor
> the sourceforge one..
>
>
>
> -Seppo
>
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Re: [osg-users] Preferred Video Cards

2010-04-22 Thread Michael Platings
Nvidia tend to have the best OpenGL support. I've also heard ATI/AMD are
pretty good these days but I haven't tested that for myself.

On 22 April 2010 15:36, Reuben Rebullar wrote:

> What are the ideal video cards to use for OSG?  The application I am
> working on is similar to Google Earth where I am using a globe and GIS data.
>
>
>
> Reuben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27150#27150
>
>
>
>
>
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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Art Tevs
Hi Allen,

usual naming convention is to call "trunk" to the current content of the 
working base in svn repsitory. This means, trunk is something were all 
changes/patches are applied to. After some time, trunk is get "tagged", 
branched, and new release is published. In several cases the so tagged version 
is get developed further, which in that case happened to osg. Somewhere the 
version 2.7.x was tagged/branched as 2.8 and released as stable version. The 
work continued on 2.9.x but also patches were applied to 2.8.x. So in general 
this means, that it could happen that if current 2.9.x version will be tagged 
as 2.10 there could exists both versions living besides, 2.8 and 2.10 having 
different APIs.

As for osgPPU it is not only the getOrCreateGLBufferObject() which don't work, 
but also much more things. I tried yesterday to bring combine current trunk 
version of osgPPU with osg 2.8 and that didn't really worked out without 
introducing additional bugs. So, I decided to submit several patches to the 0.4 
release but do not include new features, only patches. This will be a 0.4.1 
version, which will be compatible with up-to osg 2.8.3.

As for very new features, like new Units or new examples, I will have to wait 
until next stable release from the 2.9.x version ,which might be the 2.10. 
Maybe I will come with some developer release inbetween so that there is 
something compatible with osg 2.9.x versions out there.


Cheers,
Art

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[osg-users] Rendering a scene from two cameras

2010-04-22 Thread Vedran Pavlic
Hi,

I need to render the same scene from two angles. So i tried to create a 
osg::Viewer and set its scene data. Then I add the first camera to the viewer. 
And the scene renders fine. After that i tried to add the second camera to the 
viewer so i call viewer->addslave().

Cameras write to osg::image which i will be sending as data over the network at 
a later point, but this is irrelevant now.

I created an event on ctrl click which writes the osg::Image data to the hard 
drive. The master camera saves fine, but the slave camera saves a blank image 
file. So i guess i didn't set up the cameras correctly. This is the code in 
which i set up the cameras:


Code:
#include "Renderer.h"
#include 
#include 
#include "ApplicationEngine.h"
#include 
#include 
#include 

#define VIEWPOINTDISTANCE 10

Renderer::Renderer()
: 
sceneManager(SceneManager::instance())
{
mountedObject = NULL;
masterImage = new osg::Image();
masterImage->allocateImage(100, 100, 24, GL_RGB, GL_UNSIGNED_BYTE);
layoutImage = new osg::Image();
layoutImage->allocateImage(100, 100, 24, GL_RGB, GL_UNSIGNED_BYTE);

cout<<"Stvaram View.\n";

masterCamera = new osg::Camera();
masterCamera->setProjectionMatrixAsPerspective(60.0, 1, 1, 1000.0);
masterCamera->setViewMatrixAsLookAt(osg::Vec3(0, 40, 0), osg::Vec3(0, 
-5, 0), osg::Vec3(0, 0, 1));

layoutCamera = new osg::Camera();
layoutCamera->setProjectionMatrixAsOrtho(-200, 200, 200, -200, 1, 
1000.0);
layoutCamera->setViewMatrixAsLookAt(osg::Vec3(0, 0, 100), osg::Vec3(0, 
0, -5), osg::Vec3(0, 1, 0));

viewer = new osgViewer::Viewer();
viewer->setCamera(masterCamera);

masterCamera->attach(osg::Camera::COLOR_BUFFER, masterImage, 0, 0);
layoutCamera->attach(osg::Camera::COLOR_BUFFER, layoutImage, 0, 0);

viewer->addSlave(layoutCamera);
viewer->addEventHandler(new osgViewer::StatsHandler());
viewer->addEventHandler(ApplicationEngine::instance());
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
viewer->setSceneData(sceneManager->getRootNode());
viewer->realize();

sceneManager->attach(this);

}

void Renderer::renderScene()
{
viewer->frame();
}




Also if there is a better way to get this screen image on every frame feel free 
to say so.Thank you!

Cheers,
Vedran[/code]

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

2010-04-22 Thread Terry Welsh
In a graph, a leaf node is a node with no children.  In the context of
a pagable terrain database, the leaf nodes would be the
highest-resolution tiles.

> Hi Terry,
>
> sorry that I can' help you, I have no deep experience with polygonal and flat 
> database.
>
> Can you explain me what the leaf node is?
>
> Thank you!
>
> Cheers,
> Torben
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[osg-users] Preferred Video Cards

2010-04-22 Thread Reuben Rebullar
What are the ideal video cards to use for OSG?  The application I am working on 
is similar to Google Earth where I am using a globe and GIS data.



Reuben

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[osg-users] Rendering to frame buffer bigger than screen

2010-04-22 Thread Iñaki García

Hi,

I have developed an OSG-based application that renders a scene to a 
window. That works fine.


But my client has required the scene printed to paper (A3). The solution 
I've tried is using the WindowCaptureCallback (from an OSG example in 
the wiki) to read the pixels from the graphics card and, resizing the 
image to fit an A3 paper, copy it to the printer device context (windows 
app). This works too, but with issues:
- The A3 printer device context has much more dots (horizontal res 
bigger than 4000) that pixels I can retrieve from my scene window 
(800x600 aprox, it's resizable).
- The resampling makes the image heavily "pixelized": The text in the 
scene is hardly readable, because of the augmentation. The frustrum 
projection and raster to pixels that in screen is hardly noticed, when 
scaled upwards lead to a very ugly result.


I was wondering if it's possible to render the same scene to two frame 
buffers:

1) The screen framebuffer, as I have it now.
2) A "on-memory" framebuffer, much bigger (ideally the same exact 
resolution that I have in the printer context to avoid resizing artifacts).


So my questions are:
- Is this possible?
- With a single osgViewer or two viewers, one for each?
- Are there limitations in the resolutions available (power of two or 
whatever) or in the maximum resolution achievable?
- Is there any OSG example that uses this "memory-only frame buffer"? Or 
an OSG class name where I can start reading code to learn how to use it?


Thanks in advance

Ignacio Garcia
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Re: [osg-users] Osg on Windows Mobile

2010-04-22 Thread Aitor Ardanza
Settings Cmake  for OpenGL ES 2.0 gime me same link errors...

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[osg-users] [osgPlugins] [OpenFlightPlugin] Crash with MultiSwitch - too many childs

2010-04-22 Thread Katharina Plugge
Hi,

I am using the OpenFlightPlugin (osg 2.9.0, win32 XP, VS2005) . 

Today I experienced a crash when loading a flt-file with osg which was also 
written by osg. After some investigation I found out that the MultiSwitch was 
the problem. Somehow after writing to flt the Switch had more children than 
masks and even more than 32 what lead to the crash. 

See OpenFlight/PrimaryRecords.cpp, line 597ff:

Code:

virtual void addChild(osg::Node& child)
{
if (_multiSwitch.valid())
{
unsigned int nChild = _multiSwitch->getNumChildren();
for (unsigned int nMask=0; nMask<_numberOfMasks; ++nMask) 
{
// test if this child is active in the current mask (itMask)
unsigned int nMaskBit = nChild % 32;
unsigned int nMaskWord = nMask * _wordsInMask + nChild / 32;
_multiSwitch->setValue(nMask, nChild, (_masks[nMaskWord] & 
(uint32(1) << nMaskBit))!=0 );
}

_multiSwitch->addChild(&child);
   }
}



For the child number 32 nMaskWord became 15, but _numberOfMasks was only 15...

Maybe the problem is, that the switch has a lot of lod children. If I write the 
file to osg the switch has only 15 childs, because the lod nodes are combined. 
(Instead of 3 lods with one child, 1 lod with 3 childs).

I can send an example flt file if anyone want to step into this further. (Which 
would be nice ;-) )


Thank you!

Cheers,
Katharina ;) [/code]

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Re: [osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Jan Ciger
Hello,

That seems that you are using the old VRML plugin. For this version of
OSG you need the old OpenVRML 0.14.3, nothing newer than that. There
was a major change in the API around that time and the libraries are
not compatible. You can get it from SourceForge. There will likely be
a small patch required to get the old library to compile with recent
compilers, you can find that here:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Linux

Alternatively you can update to newer OSG, the 2.9.x series has an
updated version of the plugin included.

Regards,

Jan

On Thu, Apr 22, 2010 at 3:14 PM, Seppo  wrote:
> Hi,
>
>
>
> I have downloaded and build openvrml 0.18.4  (tied also with versions 18.3
> and 18.5)
>
> and included it to osg 2.8.3 but the compile stops as it does not find
> openvrml/vrml97node.h
>
>
>
> As I looked into openvrml folder there was no include dir nor there was
> openvrml/vrml97node.h -file anywhere.. where can I download correct openvrml
> distribution with those files/dirs? I found them not from openvrml.org nor
> the sourceforge one..
>
>
>
> -Seppo
>
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Re: [osg-users] OT: Fast software rendering

2010-04-22 Thread Christian Buchner
All their demos seem to do is to copy&paste the same 3D model(s) all
over the place. I am not convinced. Unlimited (open) landscapes at
large resolutions would also require unlimited memory, which currently
also costs unlimited money.

Their voxel-like object storage technique doesn't appear to support
character animation, so their technique might be suitable for static
scenery only. Lots of hype for a (fast) similar-to-voxel based
renderer IMHO.

Christian
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[osg-users] OT: Fast software rendering

2010-04-22 Thread Paul Martz

Interesting.

http://www.wired.com/gadgetlab/2010/04/unlimited-detail-3-d-graphics/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+wired%2Findex+%28Wired%3A+Index+3+%28Top+Stories+2%29%29&utm_content=Google+Feedfetcher

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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Allen Saucier
Hi bouffa,
thx for this info!  I never knew that there was a difference between "trunk" 
and "branch" not suspected such a think.

How, I understand that the "developer" version is the trunk and the released 
stable versions are branches.


bouffa wrote:
> Hi Allen,
> 
> http://www.openscenegraph.org/projects/osg/wiki/Downloads 
> (http://www.openscenegraph.org/projects/osg/wiki/Downloads)
> 
> 
> You are using the svn of the 2.8 branch (stable release). The trunk is a 
> developer release (at the end of the web page). To get svn trunk of osg, 
> check this link :
> 
> 
> http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN 
> (http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN)
> 
> 
>  (http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN)
> Mourad
> 


and Paul, I understand why you are calling the version of osgPPU the "trunk" 
version.  

paul wrote:
> 
> 
> Quote  � Select �
> http://forum.openscenegraph.org//files/screenshot2_903.png
> 
> The statement in this image implies that svn trunk of osgPPU is compatible 
> with
> the latest stable release of OSG. This is not correct.
> 



Paul, 
you wrote:

paul wrote:
> 
> 
> art wrote:
> > Art Tevs wrote:
> > Quote:  � Select � � Expand �
> > Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU 
> > tracks the svn trunk of OSG.
> > 
> > Hmm, I wonder how to handle different osg branches in future. I mean if 
> > again something like this happens, then I had either to create additional 
> > branch in osgPPU repository to track with the according osg branch (which I 
> > didn't really like) or to detect the version and write preprocessor or 
> > cmake workarounds for that (which is also not a good solution).
> > 
> 
> I'm not sure what new problem OSG 2.8.3 has created for osgPPU that didn't
> already exist with the OSG 2.8.2 release. Can you explain the problem?
> 


I believe the answer is this:
in the developer version of osg, 2.9.7 (I do not see any access to version 
2.9.8 ) there was a method added to the PixelDataBufferObject class called 
getOrCreateGLBufferObject().  This method is required by the svn or "trunk" 
version of osgPPU but it is NOT needed by osgPPU 0.4.  osgPPU 0.4 compiles with 
2.8.3 and 2.8.2 "branch" versions, no problem.  

I do not believe there is a "new problem" unless we mix the developer version 
of osgPPU with a branch version of osg and this is where I became very confused 
as I never knew the developer version was called "trunk" and the stable release 
versions were called "branch."  I was mixing the two trying to implement some 
of Art's latest updates in osgPPU.

I do believe Art has a good point: when the developer version of osg diverges 
from the branch, what is he do to when he is relying on functionality in the 
developer version that is not in a branch version?

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Re: [osg-users] Osg on Windows Mobile

2010-04-22 Thread Robert Osfield
Hi Aitor,

A link errors suggest the headers have the required function
prototypes but the lib you are linking against doesn't define them.
I'm afraid I can't help with this as it'll be down to the specifics of
your GLES libs.

It has just occurred to be that one further problem might be the type
of GLES profile you use - the OSG assumes that there is float point
maths support available, so support of the "common light" profile may
well be problematic.  I don't know where your target sits in relation
to this.

Robert.

On Thu, Apr 22, 2010 at 3:03 PM, Aitor Ardanza  wrote:
> Yes, Opengl ES 1.0 -> gl.h dont have glTexParameterfv and glTexEnvi...
>
> Im trying to compile with 1.1 version and have these link errors:
>
>
> Code:
> 3>-- Build started: Project: osg, Configuration: Debug Win32 --
> 3>Linking...
> 3>   Creating library C:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\osgd.lib and object 
> C:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\osgd.exp
> 3>Depth.obj : error LNK2019: unresolved external symbol 
> __imp__gldepthran...@8 referenced in function "public: virtual void 
> __thiscall osg::Depth::apply(class osg::State &)const " 
> (?ap...@depth@osg@@ubexaavst...@2@@Z)
> 3>Fog.obj : error LNK2019: unresolved external symbol __imp__glf...@8 
> referenced in function "public: virtual void __thiscall osg::Fog::apply(class 
> osg::State &)const " (?ap...@fog@osg@@ubexaavst...@2@@Z)
> 3>LightModel.obj : error LNK2019: unresolved external symbol 
> __imp__gllightmod...@8 referenced in function "public: virtual void 
> __thiscall osg::LightModel::apply(class osg::State &)const " 
> (?ap...@lightmodel@osg@@ubexaavst...@2@@Z)
> 3>C:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\bin\Debug\..\..\bin\osg63-osgd.dll : 
> fatal error LNK1120: 3 unresolved externals
> 3>Build log was saved at "file://c:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\src\osg\osg.dir\Debug\BuildLog.htm"
> 3>osg - 4 error(s), 0 warning(s)
> 4>-- Build started: Project: osgUtil, Configuration: Debug Win32 --
> 5>-- Build started: Project: osgDB, Configuration: Debug Win32 --
> 4>Linking...
>
>
>
> Im using OGLES-1.1_WINDOWS_PCEMULATION_2.06.26.0649 headers:
>
>
> Code:
>
> //gl.h
> #ifndef __gl_h_
> #define __gl_h_
>
> #include 
>
> #ifdef __cplusplus
> extern "C" {
> #endif
>
> /*
>  * This document is licensed under the SGI Free Software B License Version
>  * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
>  */
>
> typedef void             GLvoid;
> typedef unsigned int     GLenum;
> typedef unsigned char    GLboolean;
> typedef unsigned int     GLbitfield;
> typedef khronos_int8_t   GLbyte;
> typedef short            GLshort;
> typedef int              GLint;
> typedef int              GLsizei;
> typedef khronos_uint8_t  GLubyte;
> typedef unsigned short   GLushort;
> typedef unsigned int     GLuint;
> typedef khronos_float_t  GLfloat;
> typedef khronos_float_t  GLclampf;
> typedef khronos_int32_t  GLfixed;
> typedef khronos_int32_t  GLclampx;
>
> typedef khronos_intptr_t GLintptr;
> typedef khronos_ssize_t  GLsizeiptr;
>
>
> /*/
>
> /* OpenGL ES core versions */
> #define GL_VERSION_ES_CM_1_0          1
> #define GL_VERSION_ES_CL_1_0          1
> #define GL_VERSION_ES_CM_1_1          1
> #define GL_VERSION_ES_CL_1_1          1
> ...
>
>
>
> I'm doing tests with a mobile that supports OpenGL ES 1.0, but not supported 
> by the PowerVR sdk ...
> Now I have a demo running with Vicent ES 1.x, 
> http://sourceforge.net/projects/ogl-es/files/.
> But first make it work with 1.1...
>
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>
>
>
>
>
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Re: [osg-users] Osg on Windows Mobile

2010-04-22 Thread Aitor Ardanza
Yes, Opengl ES 1.0 -> gl.h dont have glTexParameterfv and glTexEnvi...

Im trying to compile with 1.1 version and have these link errors:


Code:
3>-- Build started: Project: osg, Configuration: Debug Win32 --
3>Linking...
3>   Creating library C:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\osgd.lib and object 
C:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\osgd.exp
3>Depth.obj : error LNK2019: unresolved external symbol __imp__gldepthran...@8 
referenced in function "public: virtual void __thiscall osg::Depth::apply(class 
osg::State &)const " (?ap...@depth@osg@@ubexaavst...@2@@Z)
3>Fog.obj : error LNK2019: unresolved external symbol __imp__glf...@8 
referenced in function "public: virtual void __thiscall osg::Fog::apply(class 
osg::State &)const " (?ap...@fog@osg@@ubexaavst...@2@@Z)
3>LightModel.obj : error LNK2019: unresolved external symbol 
__imp__gllightmod...@8 referenced in function "public: virtual void __thiscall 
osg::LightModel::apply(class osg::State &)const " 
(?ap...@lightmodel@osg@@ubexaavst...@2@@Z)
3>C:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\bin\Debug\..\..\bin\osg63-osgd.dll : 
fatal error LNK1120: 3 unresolved externals
3>Build log was saved at "file://c:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\src\osg\osg.dir\Debug\BuildLog.htm"
3>osg - 4 error(s), 0 warning(s)
4>-- Build started: Project: osgUtil, Configuration: Debug Win32 --
5>-- Build started: Project: osgDB, Configuration: Debug Win32 --
4>Linking...



Im using OGLES-1.1_WINDOWS_PCEMULATION_2.06.26.0649 headers:


Code:

//gl.h
#ifndef __gl_h_
#define __gl_h_

#include 

#ifdef __cplusplus
extern "C" {
#endif

/*
 * This document is licensed under the SGI Free Software B License Version
 * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
 */

typedef void GLvoid;
typedef unsigned int GLenum;
typedef unsigned charGLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t   GLbyte;
typedef shortGLshort;
typedef int  GLint;
typedef int  GLsizei;
typedef khronos_uint8_t  GLubyte;
typedef unsigned short   GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t  GLfloat;
typedef khronos_float_t  GLclampf;
typedef khronos_int32_t  GLfixed;
typedef khronos_int32_t  GLclampx;

typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t  GLsizeiptr;


/*/

/* OpenGL ES core versions */
#define GL_VERSION_ES_CM_1_0  1
#define GL_VERSION_ES_CL_1_0  1
#define GL_VERSION_ES_CM_1_1  1
#define GL_VERSION_ES_CL_1_1  1
...



I'm doing tests with a mobile that supports OpenGL ES 1.0, but not supported by 
the PowerVR sdk ...
Now I have a demo running with Vicent ES 1.x, 
http://sourceforge.net/projects/ogl-es/files/.
But first make it work with 1.1...

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[osg-users] OpenVRML include vrml97node.h missing

2010-04-22 Thread Seppo
Hi,

 

I have downloaded and build openvrml 0.18.4  (tied also with versions 18.3
and 18.5)

and included it to osg 2.8.3 but the compile stops as it does not find
openvrml/vrml97node.h

 

As I looked into openvrml folder there was no include dir nor there was
openvrml/vrml97node.h -file anywhere.. where can I download correct openvrml
distribution with those files/dirs? I found them not from openvrml.org nor
the sourceforge one..

 

-Seppo

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Re: [osg-users] Openthreads tagging

2010-04-22 Thread Robert Osfield
Hi Anders,

Could you post the full modified file as an attachment.

Thanks,
Robert.

On Thu, Apr 22, 2010 at 1:37 PM, Anders Backman  wrote:
> How often is OpenThreads tagged?
> I see that the 2.3.0 been there a while now.
> And there is still a problem with a missing file:
> OpenThreads/packaging/pkgconfig/openthreads.pc.in
> Which should contain:
> cat > packaging/pkgconfig/openthreads.pc.in << _EOF_
> # pkg-config source file
>
> pref...@cmake_install_prefix@
> exec_prefix=${prefix}
> libdir=${exec_prefix}/l...@lib_postfix@
> includedir=${prefix}/include
>
> Name: openthreads
> Description: Object-Oriented (OO) thread interface for C++ programmers
> Version: @OPENTHREADS_VERSION@
> Requires:
> Conflicts:
> Libs: -L${libdir} -lOpenThreads
> Cflags: -I${includedir}
> _EOF_
> Any chance that someone will fix this and tag a new version?
> /Anders
>
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Re: [osg-users] unable to link ..

2010-04-22 Thread Sunil S Nandihalli
The list of libraries that it is linking against ..
*
*
*libosg.a   libosgDB.a  libosgGA.a libosgManipulator.a
 libosgShadow.a  libosgTerrain.a  libosgUtil.alibosgVolume.a*
*libosgAnimation.a  libosgFX.a  libosgIntrospection.a  libosgParticle.a
libosgSim.a libosgText.a libosgViewer.a  libosgWidget.a*
*
*

I included everything .. since I was getting a lot of linker errors .. I am
not sure if even that could cause problems..
Sunil.
On Thu, Apr 22, 2010 at 6:05 PM, Sunil S Nandihalli <
sunil.nandiha...@gmail.com> wrote:

> Dear all,
>  Just to simplify things, I tried to compile the qtosgviewer example files
> ... by defining USE_QT4 to 1 in each of the .cpp files .. I am unable to
> link even these .. can any of see what the problem is ..? I am attaching the
> complete directory with the qt-project file and the generated error log file
> ..
> With best regards,
> Sunil.
>
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[osg-users] Openthreads tagging

2010-04-22 Thread Anders Backman
How often is OpenThreads tagged?

I see that the 2.3.0 been there a while now.
And there is still a problem with a missing file:

OpenThreads/packaging/pkgconfig/openthreads.pc.in

Which should contain:

cat > packaging/pkgconfig/openthreads.pc.in << _EOF_
# pkg-config source file

pref...@cmake_install_prefix@
exec_prefix=${prefix}
libdir=${exec_prefix}/l...@lib_postfix@
includedir=${prefix}/include

Name: openthreads
Description: Object-Oriented (OO) thread interface for C++ programmers
Version: @OPENTHREADS_VERSION@
Requires:
Conflicts:
Libs: -L${libdir} -lOpenThreads
Cflags: -I${includedir}
_EOF_

Any chance that someone will fix this and tag a new version?

/Anders


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Re: [osg-users] Stereoscopic billboarding possible?

2010-04-22 Thread Robert Osfield
Hi Christian,

Have a look at the osgstereoimage example.

Robert.

On Thu, Apr 22, 2010 at 9:41 AM, Christian Buchner
 wrote:
> Hi, excuse me if this question may be a bit trivial.
>
> Is there a way to make things render differently in the two rendering
> passes for stereo modes? I was thinking about providing two different
> textures for billboards (taken from slightly different angles) so
> these get a fake 3D appearance. Think stereoscopic impostors.
>
> Can this be done easily with OpenSceneGraph?
>
> Christian
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Re: [osg-users] A few questions specific to render to texture

2010-04-22 Thread Robert Osfield
Hi Matt,

The best thing to do is have a look at the osgprerender* examples to
see how to set up render to texture.  You don't normally explicitly
call frame on viewer just to invoke a render to texture, rather the
OSG's rendering backend automatically do the rendering required by
your scene graph - and in the render to texture case you have a pre
rendering stage that does the render to texture, then the main
rendering stage that renders the main scene.

W.r.t copying textures back to CPU based imagery, this can be done by
simply attaching a osg::Image to the camera, the copy will be done for
your automatically.  The osgprerender example has a code path that
does this and even modifies the image on the CPU before using that for
a new texture rendered in the main scene.

However, for performance reasons I would recommend against doing any
copying back from the GPU to the CPU.  The OSG support
FrambeBufferObjects natively, and with modern shaders you can do most
work on the GPU and never need to copy data back to the CPU.

Robert.

On Thu, Apr 22, 2010 at 1:36 AM, Matt Jenkins  wrote:
> Hi,
>
> I'm new to OSG and as part of my crash course decided to take on moving an 
> openGL water shading mechanism and moving it to OSG. However, in doing so 
> I've come upon a few scenarios I don't know how to handle and find sparse 
> documentation for.
>
> First, I'd like to know the best way to cause a render. Right now I'm trying 
> this:
>
> Code:
> osgViewer::Viewer view;
> view.setCamera(camera);
>
> camera->attach(osg::Camera::COLOR_BUFFER, refraction);
>
> view.frame();
>
>  In this, the camera is set up by another function to render to a frame 
> buffer object, this function simply takes the camera, binds it to a texture, 
> loads it into an osgViewer and then calls frame. This was the only way I 
> could think to cause a render.
>
> Second, what's the proper usage of Texture2D's copyTexSubImage2D? in openGL 
> it would be
> Code:
> glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texSize, texSize);
>
>  but I can't find the equivalent of GL_TEXTURE_2D as an osgState which is 
> what Texture2D requires.
>
> A note: I'm not using ref_ptrs. I know I probably should, but for the time 
> being they add a complexity I'm not yet ready to deal with.
>
>
> Thanks in advance,
> Matt
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=27116#27116
>
>
>
>
>
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Re: [osg-users] de-interleave with directshow plugin?

2010-04-22 Thread Raymond de Vries

Hi Sege,

I searched the web a lot as well and I couldn't find a solution either. 
I wonder if this is possible at all, at the directshow level.


Thinking and trying further, I see that vlc has a de-interlace option. 
This would be a good picture to have in the osg. Now I start to wonder 
how I need to setup the streaming so that I can use vlc for the 
de-interlacing.


Have you thought about that? And furthermore, how would you do this? I 
tried to set it up just now and I did get an image from vlc in the osg! 
I did it via the streaming option in vlc and the ffmpeg plugin in the 
osg. However, it crashed soon after starting.


Do you see a way to stream (or otherwise?) from vlc into the directshow 
plugin?


Btw this is on windows 7.

regards
Raymond


On 4/22/2010 10:01 AM, Serge Lages wrote:

Hi Raymond,

We made some research on this subject some time ago but haven't found
any solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip

Talking about a filter for real-time de-interlacing but I haven't tested
it yet.

Good luck !
Cheers,

On Thu, Apr 22, 2010 at 8:51 AM, Raymond de Vries mailto:ree...@xs4all.nl>> wrote:

Hi,

I am using the directshow plugin with great fun, and now I encounter
a firewire based camera that gives me interleaved images. I use the
plugin on Windows 7 and the camera is found properly (drivers
installed automatically). The image from the camera produce ugly
artifacts when I use the stream as texture.

Does anyone know how/if I can configure or adapt the directshow
plugin so that I get non-interleaved images? The code contains
'MEDIATYPE_Interleaved' but I have no clue how to use that.

Thanks, best regards
Raymond
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[osg-users] Stereoscopic billboarding possible?

2010-04-22 Thread Christian Buchner
Hi, excuse me if this question may be a bit trivial.

Is there a way to make things render differently in the two rendering
passes for stereo modes? I was thinking about providing two different
textures for billboards (taken from slightly different angles) so
these get a fake 3D appearance. Think stereoscopic impostors.

Can this be done easily with OpenSceneGraph?

Christian
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Re: [osg-users] de-interleave with directshow plugin?

2010-04-22 Thread Serge Lages
Hi Raymond,

We made some research on this subject some time ago but haven't found any
solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip

Talking about a filter for real-time de-interlacing but I haven't tested it
yet.

Good luck !
Cheers,

On Thu, Apr 22, 2010 at 8:51 AM, Raymond de Vries  wrote:

> Hi,
>
> I am using the directshow plugin with great fun, and now I encounter a
> firewire based camera that gives me interleaved images. I use the plugin on
> Windows 7 and the camera is found properly (drivers installed
> automatically). The image from the camera produce ugly artifacts when I use
> the stream as texture.
>
> Does anyone know how/if I can configure or adapt the directshow plugin so
> that I get non-interleaved images? The code contains 'MEDIATYPE_Interleaved'
> but I have no clue how to use that.
>
> Thanks, best regards
> Raymond
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[osg-users] A few questions specific to render to texture

2010-04-22 Thread Matt Jenkins
Hi,

I'm new to OSG and as part of my crash course decided to take on moving an 
openGL water shading mechanism and moving it to OSG. However, in doing so I've 
come upon a few scenarios I don't know how to handle and find sparse 
documentation for.

First, I'd like to know the best way to cause a render. Right now I'm trying 
this:

Code:
osgViewer::Viewer view;
view.setCamera(camera);

camera->attach(osg::Camera::COLOR_BUFFER, refraction);

view.frame();

 In this, the camera is set up by another function to render to a frame buffer 
object, this function simply takes the camera, binds it to a texture, loads it 
into an osgViewer and then calls frame. This was the only way I could think to 
cause a render.

Second, what's the proper usage of Texture2D's copyTexSubImage2D? in openGL it 
would be 
Code:
glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texSize, texSize);

 but I can't find the equivalent of GL_TEXTURE_2D as an osgState which is what 
Texture2D requires.

A note: I'm not using ref_ptrs. I know I probably should, but for the time 
being they add a complexity I'm not yet ready to deal with.


Thanks in advance,
Matt

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Re: [osg-users] Using OSG in an Java window

2010-04-22 Thread Jordi Torres
Hi Paul,

As Robert said some time ago, you have, at least two different methods to
achieve your goals:


> > you could use the osgViewer::GraphicsWindowEmbedded functionality that
enables the
> > standard osgViewer::Viewer/CompositeViewer to handle a single window
> > without doing any of its own windows/wgl/glx calls - leaving these
> > entirely up to the calling application.  For examples of this in
> > action have a look at the osgviewerSDL and osgviewerGLUT examples that
> > come as part of the OSG's example set.  Such a embedded window is fine
> > for most apps that just require a single window and single threading
> > of the viewer, but isn't a scalable as the native OSG windowing
> > implementations.
> >
> > Another route might be to try and get the underlying window handle of
> > a window created by java and then pass this to
> > osgViewer::GraphicsWindowWin32/X11 using it's support for inheriting
> > windows and adding it's own graphics context.  This approach is the
> > most flexible w.r.t the OSG as it enables the OSG to handle threading
> > and multiple graphics contexts directly.

In our projetct OSG Virtual Planets [1] we use JAVA/JOGL/JNI interface. You
can take a look to the svn repository, the main code to create Java Windows
is in the library wrappers/java/libjni-osgvpviewer(in trunk). The library
libjni-osgvpcore  wraps the most important classes of OSG to Java. It may be
useful for you.
We are under a refactor process, so don't hesitate to ask if you have doubts
or you see something weird.


Hope this helps.
Cheers.

[1]http://forge.osor.eu/projects/osgvp/

2010/4/21 Paul Gotzel 

>  Hello,
>
> Does anyone have a good example of rendering with the osgViewer in an
> java.awt.Canvas or something similar?  I've found
> http://www.noodleheaven.net/JavaOSG/javaosg.html but this seems about 5
> years out of date so I'm not sure if I should go near it.  I'm not actually
> interested in wrapping the OSG api in Java.  I want a way to use the Java
> Canvas as the source for the OGL context.
> --
> *Paul Gotzel*
>
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Re: [osg-users] Osg on Windows Mobile

2010-04-22 Thread Robert Osfield
Hi Aitor,

Does OpenGL ES 1.0 come with glTexParameterfv and glTexEnvi?  Perhaps
these were added in OpenGL ES 1.1.  Could you have a look into this
and see if there alternatives.  It might be that we'll need to have an
OSG_GLES_1_0_AVAILABLE and OSG_GLES_1_1_AVAILABLE, or some kind of
macro inside the problematic .cpp's to detect OpenGL ES 1.0 vs 1.1 and
then decide what parts to compile.

Could you post the GLES header you are compiling against?

Thanks,
Robert.

On Thu, Apr 22, 2010 at 8:20 AM, Aitor Ardanza  wrote:
> Hi,
>
> Ok, I put missing parameters manually, like the next image:
> [Image: http://img341.yfrog.com/img341/707/cmake.jpg ]
>
> but still gives me problems compiling ALL_BUILD.vcproj...
>
> Code:
> 1>-- Skipped Build: Project: wrappers, Configuration: Debug Win32 --
> 1>Project not selected to build for this solution configuration
> 2>-- Skipped Build: Project: uninstall, Configuration: Debug Win32 --
> 2>Project not selected to build for this solution configuration
> 3>-- Build started: Project: OpenThreads, Configuration: Debug Win32 
> --
> 3>Compiling...
> 3>Atomic.cpp
> 3>Version.cpp
> 3>Win32ThreadBarrier.cpp
> 3>Win32Thread.cpp
> 3>Win32Mutex.cpp
> 3>WIN32Condition.cpp
> 3>Generating Code...
> 3>Compiling resources...
> 3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
> 3>Copyright (C) Microsoft Corporation.  All rights reserved.
> 3>Compiling manifest to resources...
> 3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
> 3>Copyright (C) Microsoft Corporation.  All rights reserved.
> 3>Linking...
> 3>   Creating library C:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\OpenThreadsd.lib and 
> object C:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\OpenThreadsd.exp
> 3>Embedding manifest...
> 3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
> 3>Copyright (C) Microsoft Corporation.  All rights reserved.
> 3>Project : warning PRJ0018 : The following environment variables were not 
> found:
> 3>$(OSG_BIN_PATH)
> 3>Build log was saved at "file://c:\Documents and Settings\aardanza\My 
> Documents\OSG\OpenSceneGraph-2.9.7\build\src\OpenThreads\win32\OpenThreads.dir\Debug\BuildLog.htm"
> 3>OpenThreads - 0 error(s), 0 warning(s)
> 4>-- Build started: Project: osg, Configuration: Debug Win32 --
> 4>Compiling...
> 4>Viewport.cpp
> 4>View.cpp
> 4>VertexProgram.cpp
> 4>Version.cpp
> 4>Uniform.cpp
> 4>Transform.cpp
> 4>TransferFunction.cpp
> 4>Timer.cpp
> 4>TextureRectangle.cpp
> 4>TextureCubeMap.cpp
> 4>Texture.cpp
> 4>..\..\..\src\osg\Texture.cpp(1430) : error C3861: 'glTexParameterfv': 
> identifier not found
> 4>Texture3D.cpp
> 4>Texture2D.cpp
> 4>Texture2DArray.cpp
> 4>Texture1D.cpp
> 4>TexMat.cpp
> 4>TexGenNode.cpp
> 4>TexGen.cpp
> 4>TexEnvFilter.cpp
> 4>TexEnv.cpp
> 4>..\..\..\src\osg\TexEnv.cpp(38) : error C3861: 'glTexEnvi': identifier not 
> found
> 4>..\..\..\src\osg\TexEnv.cpp(40) : error C3861: 'glTexEnvi': identifier not 
> found
> 4>..\..\..\src\osg\TexEnv.cpp(44) : error C3861: 'glTexEnvi': identifier not 
> found
> 4>Generating Code...
> 4>Compiling...
> 4>TexEnvCombine.cpp
> 4>..\..\..\src\osg\TexEnvCombine.cpp : error C2471: cannot update program 
> database 'c:\documents and settings\aardanza\my 
> documents\osg\openscenegraph-2.9.7\build\bin\osg63-osgd.pdb'
> 4>..\..\..\src\osg\TexEnvCombine.cpp(73) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(75) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(78) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(80) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(81) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(82) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(84) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(85) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(86) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(88) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(89) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(90) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(92) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(93) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(94) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(105) : error C3861: 'glTexEnvi': 
> identifier not found
> 4>..\..\..\src\osg\TexEnvCombine.cpp(150) : fatal error C19

Re: [osg-users] Error using osgviewer in windows vista 32 bit, VS 2005 in osg trunk

2010-04-22 Thread Torben Dannhauer
Hi J.P.

Yes, Rev 11356 worked. I I'll try to reorganize this function the old way, and 
will look if it fixes, but I'll do it after work I.

Thank you!

Cheers,
Torben

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Re: [osg-users] CityGML

2010-04-22 Thread Robert Osfield
Hi Joachim,

On Wed, Apr 21, 2010 at 9:07 PM, Joachim Pouderoux  wrote:
> I have coded a CityGML reader for OSG ! It successfully parses all geometry, 
> material (color & texture) of CityGM 0.3-1.0 samples available on the offical 
> CityGML website.
> The reader is based on a small library (4 files) I developed which is 
> independent of osg. I should submit the code of both the lib & the reader 
> soon! Stay tuned :)

It would probably be best to submit both, the files could either just
be all packaged together into a single plugin directory or have your
small library nested within the plugin directory as is now done with
lib3ds inside the 3ds plugin (this is done in svn/trunk.)

Cheers,
Robert.
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Re: [osg-users] Osg on Windows Mobile

2010-04-22 Thread Aitor Ardanza
Hi,

Ok, I put missing parameters manually, like the next image:
[Image: http://img341.yfrog.com/img341/707/cmake.jpg ]

but still gives me problems compiling ALL_BUILD.vcproj...

Code:
1>-- Skipped Build: Project: wrappers, Configuration: Debug Win32 --
1>Project not selected to build for this solution configuration 
2>-- Skipped Build: Project: uninstall, Configuration: Debug Win32 --
2>Project not selected to build for this solution configuration 
3>-- Build started: Project: OpenThreads, Configuration: Debug Win32 --
3>Compiling...
3>Atomic.cpp
3>Version.cpp
3>Win32ThreadBarrier.cpp
3>Win32Thread.cpp
3>Win32Mutex.cpp
3>WIN32Condition.cpp
3>Generating Code...
3>Compiling resources...
3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
3>Copyright (C) Microsoft Corporation.  All rights reserved.
3>Compiling manifest to resources...
3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
3>Copyright (C) Microsoft Corporation.  All rights reserved.
3>Linking...
3>   Creating library C:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\OpenThreadsd.lib and 
object C:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\lib\Debug\..\OpenThreadsd.exp
3>Embedding manifest...
3>Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
3>Copyright (C) Microsoft Corporation.  All rights reserved.
3>Project : warning PRJ0018 : The following environment variables were not 
found:
3>$(OSG_BIN_PATH)
3>Build log was saved at "file://c:\Documents and Settings\aardanza\My 
Documents\OSG\OpenSceneGraph-2.9.7\build\src\OpenThreads\win32\OpenThreads.dir\Debug\BuildLog.htm"
3>OpenThreads - 0 error(s), 0 warning(s)
4>-- Build started: Project: osg, Configuration: Debug Win32 --
4>Compiling...
4>Viewport.cpp
4>View.cpp
4>VertexProgram.cpp
4>Version.cpp
4>Uniform.cpp
4>Transform.cpp
4>TransferFunction.cpp
4>Timer.cpp
4>TextureRectangle.cpp
4>TextureCubeMap.cpp
4>Texture.cpp
4>..\..\..\src\osg\Texture.cpp(1430) : error C3861: 'glTexParameterfv': 
identifier not found
4>Texture3D.cpp
4>Texture2D.cpp
4>Texture2DArray.cpp
4>Texture1D.cpp
4>TexMat.cpp
4>TexGenNode.cpp
4>TexGen.cpp
4>TexEnvFilter.cpp
4>TexEnv.cpp
4>..\..\..\src\osg\TexEnv.cpp(38) : error C3861: 'glTexEnvi': identifier not 
found
4>..\..\..\src\osg\TexEnv.cpp(40) : error C3861: 'glTexEnvi': identifier not 
found
4>..\..\..\src\osg\TexEnv.cpp(44) : error C3861: 'glTexEnvi': identifier not 
found
4>Generating Code...
4>Compiling...
4>TexEnvCombine.cpp
4>..\..\..\src\osg\TexEnvCombine.cpp : error C2471: cannot update program 
database 'c:\documents and settings\aardanza\my 
documents\osg\openscenegraph-2.9.7\build\bin\osg63-osgd.pdb'
4>..\..\..\src\osg\TexEnvCombine.cpp(73) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(75) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(78) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(80) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(81) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(82) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(84) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(85) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(86) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(88) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(89) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(90) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(92) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(93) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(94) : error C3861: 'glTexEnvi': identifier 
not found
4>..\..\..\src\osg\TexEnvCombine.cpp(105) : error C3861: 'glTexEnvi': 
identifier not found
4>..\..\..\src\osg\TexEnvCombine.cpp(150) : fatal error C1903: unable to 
recover from previous error(s); stopping compilation
4>Switch.cpp
4>..\..\..\src\osg\Switch.cpp : error C2471: cannot update program database 
'c:\documents and settings\aardanza\my 
documents\osg\openscenegraph-2.9.7\build\bin\osg63-osgd.pdb'
4>..\..\..\src\osg\Switch.cpp(222) : fatal error C1903: unable to recover from 
previous error(s); stopping compilation
4>StencilTwoSided.cpp
4>..\..\..\src\osg\StencilTwoSided.cpp : error C2471: cannot update program 
database 'c:\documents and settings\aardanza\my 
documents\osg\openscenegraph-2.9.7\build\bin\osg63-osgd.pdb'
4>..\..\..\src\osg\StencilTwoSided.cpp(160) : fatal error C1903: unable to 
recover from previous error(s); stopping compilation
4>Stencil.cpp
4>..\..\..\s

Re: [osg-users] Error using osgviewer in windows vista 32 bit, VS 2005 in osg trunk

2010-04-22 Thread J.P. Delport

Hi,

I'm assuming that an earlier svn version (e.g. two days ago) actually 
worked fine for you. If so, you should be able to find what broke...


jp

On 22/04/10 08:42, Torben Dannhauer wrote:

Hi J.P.

It seems to be located in Graphicswindow32.cpp, all other changes are too minor.

I'm absolutely unaware how the rendering backend from OSG to windows is 
implemented, so this will be my first dive in in that section..

well, let's see what I can found :))

Thank you!

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27122#27122





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