Re: [osg-users] openscenegraph.org down

2010-07-29 Thread Robert Osfield
Hi Max,

Just checked and it's back up again.

Robert.

On Wed, Jul 28, 2010 at 4:39 PM, Max Bandazian mbandaz...@gmail.com wrote:
 Hi All,

 I'm not sure if this is the right place to send this (or if the appropriate
 person is already aware of it), but just in case: openscenegraph.org appears
 to be down.

 Max Bandazian

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Re: [osg-users] Render order of osgText and transparent object

2010-07-29 Thread Robert Osfield
Hi Jimmy,

The Text's StateSet  sets the RenderBin locally to use the
TRANSPARENT_BIN hint so this will overriding what you are setting from
above.  You could set the Text's StateSet::RenderBinDetails directly
or use the a StateSet::RenderBinMode of OVERRIDE_RENDERBIN_DETAILS in
your decorating StateSet.  This is a recent feature though so check to
see if this is available.

Robert.

On Thu, Jul 29, 2010 at 1:18 AM, Jimmy Lin dummy...@gmail.com wrote:
 Hi,

 I am trying to display text which always stay on top. (but it's not a hud)
 So I turn off depth test on the text, and set bin number to 20 to make it 
 render last. It only worked partially. The text rendered on top of all opaque 
 objects, but not transparent objects.

 I tried both RenderBin and DepthSortedBin as bin name, and also tried the 
 override flag. But nothing helps.

 Can sameone tell me how exactly the renderring order works.
 Does it order objects by bin number first then bin name or the other way 
 around?
 Does object hierarchy matters?

 My text and transparent object are both under the same parent.
 Something like this:

 Parent  -- PAT   -- Geode   --  Drawable
  \__ PAT   -- Geode   --  Text

 The transparent bin was set at PAT level for the transparent object, but the 
 setting bin number to 20 is down at osgText level.

 Could this be the problem?

 Thank you!

 Cheers,
 Jimmy
 Code:




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Re: [osg-users] What will OSG 3.0.0 be?

2010-07-29 Thread Robert Osfield
2010/7/29 xyc508 xyc...@163.com:
 Hi,all osger

 osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the
 main changes and revolutionary updates?

The headline features since 2.8.x are:

   OpenGL ES 1.1 and 2.0
   OpenGL 3.x support
   New Database serializers and native ascii, binary and xml support
   osgQt library
   Shader Composition support.

There are plenty of other changes/improvements.  The vast majority of
changes will be API compatible to the OSG-2.x series so it should be
straight forward to port between OSG-2.x to OSG-3.x.   Compiling
against svn/trunk and the OSG-2.9.x dev series will give you head
start on this.

Robert.
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Re: [osg-users] Render order of osgText and transparent object

2010-07-29 Thread Jimmy Lin
Hi,

I tried the override flag, but makes no difference

stateset-setRenderBinDetails(20,RenderBin, 
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);

by the way I am using osg 2.8.1

Thank you!

Cheers,
Jimmy

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[osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Mach Bhai
Hi,
I have some models in native .osg format and i converted them to .flt using the 
osgconv utility. These models load fine with the osgviewer but with other 
softwares namely,

1) Deep Exploration 5.7
2) NVIDIA ScenixViewer 6.0
3) Remo 3D

Is there a problem with a flt plugin or is there something that i am missing. I 
am using the following command for the conversion.

osgconv -e flt in.osg out.flt

I used osg 2.8.3. I would appreciate any help that may come my way.

Thanks
Macher

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Robert Osfield
Hi Macher,

You will have say what the problem is when looking at the model with
the various 3rd party software, there is pretty well nothing others
can add without you describing what the problem is in more detail.

Robert.

On Thu, Jul 29, 2010 at 8:08 AM, Mach Bhai sar...@dsi.co.ae wrote:
 Hi,
 I have some models in native .osg format and i converted them to .flt using 
 the osgconv utility. These models load fine with the osgviewer but with other 
 softwares namely,

 1) Deep Exploration 5.7
 2) NVIDIA ScenixViewer 6.0
 3) Remo 3D

 Is there a problem with a flt plugin or is there something that i am missing. 
 I am using the following command for the conversion.

 osgconv -e flt in.osg out.flt

 I used osg 2.8.3. I would appreciate any help that may come my way.

 Thanks
 Macher

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Trajce (Nick) Nikolov
Hi Macher,

can you share your model? I might have some time to have a look 

-Nick


On Thu, Jul 29, 2010 at 11:18 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Macher,

 You will have say what the problem is when looking at the model with
 the various 3rd party software, there is pretty well nothing others
 can add without you describing what the problem is in more detail.

 Robert.

 On Thu, Jul 29, 2010 at 8:08 AM, Mach Bhai sar...@dsi.co.ae wrote:
  Hi,
  I have some models in native .osg format and i converted them to .flt
 using the osgconv utility. These models load fine with the osgviewer but
 with other softwares namely,
 
  1) Deep Exploration 5.7
  2) NVIDIA ScenixViewer 6.0
  3) Remo 3D
 
  Is there a problem with a flt plugin or is there something that i am
 missing. I am using the following command for the conversion.
 
  osgconv -e flt in.osg out.flt
 
  I used osg 2.8.3. I would appreciate any help that may come my way.
 
  Thanks
  Macher
 
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Re: [osg-users] Shadows, clouds...

2010-07-29 Thread Jose Rincon
Hi,

Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if 
the variable that makes cloud effect is an Environment variable and this 
variable is the father of the terrain?

Thank you again, and sorry for my silly questions...



Cheers,
Jose

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Mach Bhai
thanks for looking. Here are the screenshots which show how it should look like 
but what i get out of it is only some triangles. 

i will post the models sometime later.

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http://forum.openscenegraph.org//files/preview_org_109.jpg


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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Robert Osfield
Hi Macher,

One good test to do is to convert the model to .flt and then convert
back to .osg and then compare the two.  You shouldn't expect them to
be identical as the OpenFlight format cannot represent the OSG scene
graph accurately, but you might get a feel to what has gone amiss.

Robert.

On Thu, Jul 29, 2010 at 8:52 AM, Mach Bhai sar...@dsi.co.ae wrote:
 thanks for looking. Here are the screenshots which show how it should look 
 like but what i get out of it is only some triangles.

 i will post the models sometime later.

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 Attachments:
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 http://forum.openscenegraph.org//files/preview_org_109.jpg


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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Per Fahlberg

Hi Macher,

If you could share your model I could check why it isn't loading 
properly in Remo 3D since I am one of the developers of Remo 3D.


Regards,
Per Fahlberg
Remograph

On 07/29/2010 09:52 AM, Mach Bhai wrote:

thanks for looking. Here are the screenshots which show how it should look like 
but what i get out of it is only some triangles.

i will post the models sometime later.

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Attachments:
http://forum.openscenegraph.org//files/preview_flt_398.jpg
http://forum.openscenegraph.org//files/preview_org_109.jpg


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Re: [osg-users] What will OSG 3.0.0 be?

2010-07-29 Thread Sunil S Nandihalli
osgQt would be nice .. when is osg 3.0 expected?

On Thu, Jul 29, 2010 at 11:55 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 2010/7/29 xyc508 xyc...@163.com:
  Hi,all osger
 
  osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the
  main changes and revolutionary updates?

 The headline features since 2.8.x are:

   OpenGL ES 1.1 and 2.0
   OpenGL 3.x support
   New Database serializers and native ascii, binary and xml support
   osgQt library
   Shader Composition support.

 There are plenty of other changes/improvements.  The vast majority of
 changes will be API compatible to the OSG-2.x series so it should be
 straight forward to port between OSG-2.x to OSG-3.x.   Compiling
 against svn/trunk and the OSG-2.9.x dev series will give you head
 start on this.

 Robert.
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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Mach Bhai
I tried the reverse conversion, it converts back perfectly.  I have also tried 
converting to .3ds and .obj and they work like a charm. I can open the 3ds and 
obj files without a problem

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[osg-users] Footprint algorithm

2010-07-29 Thread Sukender
Hi all,

Does anyone knows a (preferably free/open source) code computing either:
- The footprint polygons of a building (intersection with terrain)
- The footprint polygons of a building (intersection with a single plane)
- The conntour polygons of a projected building
?

Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Mach Bhai
I am attaching the models in the form of zip file. The original file is the osg 
file and the converted flt file. Thanks for the pointers.

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Per Fahlberg

Hi Macher,

I loaded the model in Remo 3D 2.0.1 and the model loaded fine, all 
triangles are present. Which version of Remo 3D did you try to load the 
model with? The OSG OpenFlight exporter creates mesh nodes which wasn't 
supported by earlier versions of Remo 3D and I guess that is the problem 
with the other tools as well. I see some problem with the 
materials/textures on the roofs of the building, I'm not sure what the 
problem is but will look into it later.


Regards,
Per Fahlberg
Remograph

On 07/29/2010 11:22 AM, Mach Bhai wrote:

I am attaching the models in the form of zip file. The original file is the osg 
file and the converted flt file. Thanks for the pointers.

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Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-07-29 Thread Mach Bhai
I have downloaded and installed it today. version 2.0.1

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Re: [osg-users] StandardShadowMap on ATI

2010-07-29 Thread Wojciech Lewandowski

Hi Baker,

My responses below.

 Just for reference, the modifications I've made in my glsl shaders to get 
it running on ATI were mainly the following:



 - only index texture coordinates with constants, variables (even const) 
don't seem to work.

 - ensure all variables are initialized (sloppy on my part)
 - hardcode to light 0, the accumulation loop did not work.
 - don't use gl_FrontMaterial / gl_BackMaterial, as the values didn't work 
as they did with nVidia, and produced unexpected values.

 - don't use gl_FrontLightModelProduct, same reason as previous.


Thats the ATI. I stay with Catalyst 10.4. With 10.5 I had the issues you 
show on osgshadow screenshots.  10.6 and 10.7 does not start on my machine. 
Bombs with blue screen on startup. Thats maybe related to the fact that I 
switched to dual GPU Radeon 5970.  I saw on ATI forums that blue screens 
happen on dual GPU Radeons.




 I'm not using alpha in a nonstandard way (at least not intentionally), 
and I don't use discard for anything.  That's good information though, and 
I will fiddle around with my shaders to see if they have any impact 
(although with the NULL program, they shouldn't be used, eh?).


 So having said that, the use of a NULL program indeed does seem like it 
should be valid, as specified in the OpenGL 21.20061201 spec (p. 75), and 
indeed OSG does call glUseProgram(0),  which should revert to fixed 
function.  So this is a driver bug, right?


 Still, I agree it might be useful to let the user provide a Program to 
use, or whether to attach the NULL program.


I agree. However, its should be more generic to allow for modification of 
other StateAttributes as well. Some callback maybe... Currently the only 
option is overriding technique  its internal ViewData class (which is bit 
tricky but I think I have posted 'how to do it' on the forum).


 I ran osgshadow on the ATI 4670 with the 10.7 drivers, and I'll post the 
results below.  I'm also attaching a screenshot of the vehicle in 
osgviewerWX, which seems to be having some texture coordinate issues 
(again, fine on nVidia).  Hmm, even the osg cow seems wrong.


 I don't know precisely what the Texture Matrix fix is that you're 
speaking about, but I can poke around the forums and see if I find the 
issue.


There is a line in  Main Vertex Shader where tex coords at index zero 0 are 
computed:

   gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TextureMatrix seems to be initialized to 0 on ATI Catalyst 10.4 and 
resulting tex coords are always 0.


Workaround for this is to either comment out gl_TextureMatrix[0] 
multiplication in this shader or set up identity osg::TexMat at the scene 
root state set.


With above change I am fairly happy on 10.4. So I recommend you try these 
drivers. For my laptop with really old ATi XPress 1200 I use Catalyst 10.2 
and these drivers seem to be even better because osgshadow works without any 
modifications. I must be honest with you though. I actually have two cards 
on my Windows 7 one NVidia 8800 and Radeon 5970. And NVidia is most of the 
time the card of choice for OpenGL.  So I maybe shoud not say I do lots of 
extensive testing on the Radeon. I switch to it  when I want to check code 
compatibilty.


As I wrote earlier I am not able to get 10.6 and 10.7 to start up. But I 
have earlier tried 10.5 and they showed the same problems with texture that 
looked like your screenshots. We discussed this on the osg-forum couple 
weeks ago (http://forum.openscenegraph.org/viewtopic.php?p=29501#29501) So 
you may consider giving 10.4 or earlier drivers second chance ;-)



 And by the way, thanks for the lispsm submission, it's really well done!


I am happy when people use it ;-)

Cheers,
Wojtek


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Re: [osg-users] OSG on IPhone

2010-07-29 Thread Mathieu Marache

Hi Stephan and Florian,

Le 27 juil. 10 à 10:23, Stephan Huber a écrit :


Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:

Hi,
 I am very delighted to see that the porting is making progress,  
and I would like to contribute. Here are my experiences so far:


I did the following to get the code:


Code:
git clone http://github.com/stmh/osg.git
cd osg
git branch -a
git checkout remotes/origin/iphone


i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get  
the

source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


2. The XCode Project is referencing files from osgIntrospection  
which are all missing?


I removed them, as osgIntrospection is deprecated.

3. Can it be built for the Simulator? Trying to build for Simulator  
4.0 I get compile errors apparently because struct stat64 is  
unknown. There is some logic whether to #define stat64 stat but  
it seems to fail? (using 10.4)


Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.


4. Project tries to build freetype Plugin.

Code:
osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h:19:0 Ft2build.h: No such file or directory in /Users/ 
fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h



The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a  
is there and 3rdparty/include/freetype2 also, but there seems to be  
a problem with wrong case? The file in the repository is:  
ft2build.h (but include-Statement says: Ft2build.h).


I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

A. Is there a publically available issue tracker for OSG and/or OSG  
on iOS ?


Not yet. Just use this list for reporting bugs and issues, as the  
demand

for an iphone-port is relative low.

B. Should we open a List (in terms of forum structure) specifically  
for iOS support?


If the traffic increases perhaps yes.


C. How is the process for submitting code changes to the iOS branch?


As I am currently maintaining this fork alone, feel free to send  
them to

me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches  
and

send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some  
light here.


The best way would be to fork on github and then clone your fork  
locally, push your changes back to github (covered here : http://help.github.com/forking 
 ) and then ask for a pull request in the github interface (button  
next to the fork one). One day this might even be the way everything  
goes back to the main osg repo.


HTH


I am currently busy with other projects, and I am doing the work on  
the

iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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Mathieu

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Re: [osg-users] OSG on IPhone

2010-07-29 Thread Robert Osfield
Hi Mathieu,

On Thu, Jul 29, 2010 at 11:19 AM, Mathieu Marache
mathieu.mara...@gmail.com wrote:
 The best way would be to fork on github and then clone your fork locally,
 push your changes back to github (covered here :
 http://help.github.com/forking ) and then ask for a pull request in the
 github interface (button next to the fork one). One day this might even be
 the way everything goes back to the main osg repo.

I'm watching things progress from the sidelines right now, how things
work out with using git is as important to me as the changes from
iPhone - one can talk endlessly about merits of different systems but
once you use them for real you get the best feedback you can possible
get ;-)

Robert.
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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-07-29 Thread Florian Kuzmany

 
 Ah no, that is long time outdated. For current OSG you must use the
 latest OpenVRML and have Boost installed.
 
 Regards,
 Jan


Thanks to all for the help.

I still keep trying...

Now I managed to compile openvrml 0.18.6 and have boost installed.
The binaries and libs I got differ from the old openvrml-version...

Which changes (and directory-pathes) do I insert in cmake to get a running 
version of osg with vrml-plugin?

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[osg-users] QInputDialog and OSG

2010-07-29 Thread Aitor Ardanza
Hi all!

I'm working on an interface with qt 4.6 and Open Scene Grapht... If I call

Code:

QString text = QInputDialog::getText(NULL, tr(Nombre de la medición), 
tr(Nombre:), QLineEdit::Normal, QString::null, ok);




With nothing loaded in the 3d scene, no problem. But if I load anything on 3d 
scene, when I call to the dialog the qlineEdit dont update. This doesn'tupdate 
until pressing the OK button, and I can't read the writing on it.

Sorry for my English...

Any help???

Thansk!!!

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Re: [osg-users] QInputDialog and OSG

2010-07-29 Thread Serge Lages
Hi,

Try updating to qt 4.6.1, it's a know issue.

Cheers,

On Thu, Jul 29, 2010 at 1:50 PM, Aitor Ardanza aitoralt...@terra.es wrote:

 Hi all!

 I'm working on an interface with qt 4.6 and Open Scene Grapht... If I call

 Code:

 QString text = QInputDialog::getText(NULL, tr(Nombre de la medición),
 tr(Nombre:), QLineEdit::Normal, QString::null, ok);




 With nothing loaded in the 3d scene, no problem. But if I load anything on
 3d scene, when I call to the dialog the qlineEdit dont update. This
 doesn'tupdate until pressing the OK button, and I can't read the writing on
 it.

 Sorry for my English...

 Any help???

 Thansk!!!

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Re: [osg-users] Footprint algorithm

2010-07-29 Thread Trajce (Nick) Nikolov
Hi Sukender,

have you tried this one? http://www.naadsm.org/opensource/gpc
http://www.naadsm.org/opensource/gpc
-Nick


On Thu, Jul 29, 2010 at 12:54 PM, Sukender suky0...@free.fr wrote:

 Hi all,

 Does anyone knows a (preferably free/open source) code computing either:
 - The footprint polygons of a building (intersection with terrain)
 - The footprint polygons of a building (intersection with a single plane)
 - The conntour polygons of a projected building
 ?

 Thanks.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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[osg-users] dynamic scenegraph design help

2010-07-29 Thread Eric Pouliquen
Dear All,

 I would like to use dynamic scenegraph in my app, while having the viewer 
running.

 I've read a lot of threads about that, but I just would like to know something 
:

 - I create a complex object with its local scenegraph
 - I need to add the local root of the object somewhere in the scenegraph 
already used by the viewer (running).
 
 I understand that I need to add this object in the SG during the update 
operation. But my problem is that, if my object got an updateCB, this cb will 
be called only if my object is attached to the SG, so I can't do any 
parent-addChild(this) in my CB...

 So here are my questions :

 * Must I create a special case in an updateCB of the node (in the already used 
SG) which is the future parent of my new object ? And then in this CB do the 
addChild(futureChild) ?

* is there any other way to do this properly ?

* when creating the local SG of my object, and if my object is not yet in the 
global SG, can I use securely addChild calls out of any updateCB scope (theses 
calls are only used to create the local SG)? For the moment I understand that 
modifying the used SG out of the update step is not secure, but I also 
understand that I can do this on any local SG which are not yet attached to the 
visited SG, am I right ?

Hope I'm clear in my questions... not easy to sum up ;)

Thanks 
 

Eric

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Re: [vpb] does vpb have Graphics card requirement?

2010-07-29 Thread Florian Kolbe
Hi,

  which may relate, I am also getting sporadic errors such as


Code:
Windows Error #2000: [Screen #0] 
GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL 
rendering context. Reason: Das Pixelformat ist ungültig.
Warning: detected OpenGL error 'Der Vorgang ist ungültig.' at end of 
SceneView::draw()



when closing a window. In my case, I think it's a timing problem with 
WM_DESTROY.

Cheers,
Florian

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Re: [osg-users] Shadows, clouds...

2010-07-29 Thread Jean-Sébastien Guay

Hi Jose,


Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if 
the variable that makes cloud effect is an Environment variable and this 
variable is the father of the terrain?


I don't quite get what you're saying about environment variables...

You can structure your graph in any way you want. But if your clouds are 
under the ShadowedScene, they will be affected by shadows. You can set a 
null osg::Program or put a different shader on your clouds to prevent 
this (the first suggestion in my previous message) or you can move your 
clouds to not be under your ShadowedScene (the second suggestion).


The clouds cannot be a parent of the terrain, because they're both 
geometry, therefore both leaf nodes. Please look at your scene graph 
structure again and figure out how to make it work (writing your whole 
scene to a .osg file is useful in cases like this, use 
osgDB::writeNodeFile(*sceneRoot, filename.osg); ).


Hope this helps,

J-S
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[osg-users] osgWidget/osgQt

2010-07-29 Thread Jeremy Moles
As more work goes into osgQt towards OSG3 (and as we get closer to
having full, fist class 2D widgets), I think that osgWidget (in it's
current form) should be removed. It was designed with the very futile
goal of trying to be a 2D UI kit, when it should have been far smaller
and far more generic from the very beginning.

I have been working on--in-between paid OSG work and medical
maintenance--this newer version, but it is not ready for anyone to look
at.

And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)

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Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Wang Rui
Hi Jeremy,

2010/7/29 Jeremy Moles jer...@emperorlinux.com


 And also: I was officially declared in remission about a month ago, so
 my short (but interesting!) bout with blood cancer at 29 is over.
 Yay. :)


This is the best news I've heard in a long time. :)

Congratulations and welcome back to the OSG community!

Wang Rui
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Re: [osg-users] dynamic scenegraph design help

2010-07-29 Thread Tom Pearce
Hi Eric, 

To answer the last question first: if your new local scenegraph isn't attached 
to the scene that the viewer has, you can safely do whatever you want to it - 
that memory isn't being accessed by the viewer, since the viewer doesn't even 
know it exists.

As for the rest, it depends a bit on how you are setting up your application 
and scene.  How are you deciding where in the viewer's scene to add this new 
subgraph?  If you know where it will be (e.g. you have a pointer to the group 
to which you wish to add your new subgraph, either predefined or by picking), 
it would be pretty straightforward to add the new subgraph - 
dynamic_castosg::Group*(yourPtr)-addChild(newRoot) would work.  You just 
need to make sure your viewer isn't accessing the scenegraph at the time.  What 
I do is have a custom viewer loop like so:


Code:
while(!viewer.done())
{
viewer.frame();
if(modificationIsNecessary)
{
viewer.stopThreading();
//modify the scene graph tree
//groupThatGetsNewScene-addChild(newSceneRoot);
viewer.startThreading();
}
}




I've been running something along these lines without problems - whether it's 
the *right* way to do it, I don't know.  If your viewer is running in single 
threaded mode already, just being between frame()s is enough, and the 
stopThreading/startThreading isn't doing anything.  If you want to have an 
update callback in the existing viewer scene, that could probably work too - in 
that case I'd think you would want to make sure the parent node data variance 
is set to dynamic to be safe.  It looks like you have a good idea of how you'd 
go about making that updateCallback already.

Cheers,
Tom[/code]

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Re: [osg-users] TriangleFunctor/TriangleIndexFunctor with Vertex Attributes?

2010-07-29 Thread Rob Radtke

That makes sense.  Thank you so much for the quick reply!

Rob

On 7/27/2010 2:23 AM, Robert Osfield wrote:

Hi Rob,

If you want to access the vertex attribute data (such as colours,
normals, tex coords)  then you are probably best to do a
dynamic_castGeometry*  on the drawable and then access the data that
way.  If the drawable isn't a geometry then you'll need to use a cast
to whatever object it is.

Robert.

On Mon, Jul 26, 2010 at 11:07 PM, Rob Radtker...@stellarscience.com  wrote:
   

Thank you Robert for the detailed explanation of TriangleFunctor and
TriangleIndexFunctor.  Those classes have proven to be very useful to me.
  I'm curious to know if there is a good way to use those classes in a manner
that allows you to also access attributes for each vertex.  In particular,
I'm interested in accessing texture coordinate and/or color attributes (for
v1, v2 and v3) inside of my 'operator()(const int v1, const int v2, const
int v3)' implementation.

I have had some limited success using a custom ConstAttributeFunctor
subclass to accumlate attributes inside of a ' NodeVisitor::apply(
osg::Geode)' override, but I'm struggling with devising the best plan for
mapping each vertex back to the appropriate attribute.  My current solution
is very messy and I doublt it's very robust.  Is there a prescribed way to
do this?

Thanks,
Rob Radtke

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 12 March 2010 10:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Need help to understand this code snippet
withaccept
and operator

Hi Fred,

The TriangleIndexFunctor is a template helper class for making it
easier to access the triangles held in osg::Drawable.  The actual
geometry primitives held within different osg::Drawable subclasses
could be of any type and any arrangement, so casting osg::Drawable to
osg::Geometry etc. and then accessing the primitives directly and then
working out how to interpret the triangles from this is rather
complex, tedious and prone to poor performance unless you are very
careful.

To address the tight coupling of accessors to implementations, the
osg::Drawable has an accept(osg::Drawable::PrimitiveFunctor) method
exists to allow a subclass from osg::Drawable to pass details on the
geometry primitives that it has to the functor in a generic way - thus
hiding the local implementation details of that Drawable and enabling
your own custom PrimitiveFunctor to work with a wide range of Drawable
without needing to know the implementation details.  While this
achieves good decoupling the PrimitiveFunctor still has to handle all
the different types of primitives - polygons, tri strips, quads, qaud
strips, lines etc, which is still pretty complicated to implement.

To address the complexity of handling all the different types of
primitives the TriangleIndexFunctor template class exists to decompose
all the descriptions of generic primitives into the simple triangles
marked by their corner indices.  For you the app developer all you
then need to do is create you little functor that implements the void
operator()(const int v1, const int v2, const int v3) method as per the
example, and then pass the resulting templated class to the drawable
to get all the triangle information.  The use of templates also
ensures good performance.

If it wasn't for PrimtiiveFunctor and
TriangleFunctor/TriangleIndexFunctor accessing geometry would be very
tedious and error prone task - lots of casts, switch statements and
book keeping.  These helper classes might seem a bit convoluted at
first look, they really make life much easier.  Go have a search
through the OSG code base, there are plenty of examples of
TriangleFunctor/TriangleIndexFunctor in action - especially in
src/osgUtil.

Cheers,
Robert.



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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-29 Thread Jason Alexander
That would be fantastic!!  I appreciate it!

Thank you!

Cheers,
Jason

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Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Robert Osfield
Hi Jeremy,

Great news to hear you've beaten your illness.

Interesting thoughts on osgWidget, not one I was expecting from you,
but I can see the logic behind it.  osgQt does require Qt which isn't
a small dependency so for a lightweight users interface osgWidget
still has value.   Before we could fully replace osgWidget with osgQt
we'd need to address performance and threading issues that Qt
introduces.

When you say osgWidget should have been far small and more generic
could you explain what you have in mind for a what osgWidget should
have been?

Robert.

On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 As more work goes into osgQt towards OSG3 (and as we get closer to
 having full, fist class 2D widgets), I think that osgWidget (in it's
 current form) should be removed. It was designed with the very futile
 goal of trying to be a 2D UI kit, when it should have been far smaller
 and far more generic from the very beginning.

 I have been working on--in-between paid OSG work and medical
 maintenance--this newer version, but it is not ready for anyone to look
 at.

 And also: I was officially declared in remission about a month ago, so
 my short (but interesting!) bout with blood cancer at 29 is over.
 Yay. :)

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Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Jean-Sébastien Guay

Hi Jeremy,

I'll just echo Robert's comments:


And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)


Congrats! That's great news!


As more work goes into osgQt towards OSG3 (and as we get closer to
having full, fist class 2D widgets), I think that osgWidget (in it's
current form) should be removed. It was designed with the very futile
goal of trying to be a 2D UI kit, when it should have been far smaller
and far more generic from the very beginning.


osgQt is far from being ready to do general UIs in the 3D view (as a 
HUD). It has serious shortcomings (one of them being the requirement of 
Qt, which is a problem for some projects and not others), some things 
plain don't work (draggable sub-windows, input fields in some 
situations, etc.), and it's slower than doing native drawing like 
osgWidget does. Check out the osgQtWidgets example in current svn to see 
what I mean.


osgWidget works well for what it does, and I still don't understand what 
you mean when you say it should have been smaller and more generic... If 
you're redesigning osgWidget to be smaller, perhaps we could find a way 
to retrofit the current osgWidget to use your new architecture as a 
base, or something like that... Because I think current users will want 
to keep using it like they do now (me included).


Anyways, let us know what your plans are and we'll help. :-)

J-S
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Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Jeremy Moles
On Thu, 2010-07-29 at 16:36 +0100, Robert Osfield wrote:
 Hi Jeremy,
 
 Great news to hear you've beaten your illness.

Yeah, it was an interesting year and a half for sure. Now I just need
some time for the new immune system to get strong and I'll be better
than ever. :)

 Interesting thoughts on osgWidget, not one I was expecting from you,
 but I can see the logic behind it.  osgQt does require Qt which isn't
 a small dependency so for a lightweight users interface osgWidget
 still has value.   Before we could fully replace osgWidget with osgQt

I definitely think it still has value; it just doesn't fill (what I
believe) is it's niche. (more below)

 we'd need to address performance and threading issues that Qt
 introduces.
 
 When you say osgWidget should have been far small and more generic
 could you explain what you have in mind for a what osgWidget should
 have been?

Sure. This is something I touched on briefly earlier this year as I was
recovering but still frequently in the hospital, so couldn't produce
much code.

What osgWidget tries to be right now is a lightweight 2D interface
library. Widgets are always quads, Windows are always Geodes, etc.

What osgWidget should be is an even lighter wrapper around any generic
Drawable. It should feed input events to these Drawables in an OSG-like
way (perhaps by accumulating input data from the mouse/keyboard and
stuffing it into a NodeVisitor). It should provide some very basic
positioning rules for Widgets using their bounding boxes, not their
dimensions in 2D space.

Once that is done, I can take the old osgWidget and turn it into
simply a 2D implementation of the real, more flexible new osgWidget.
Quads would be a 2D, 4-vertex specialization of Widgets... so forth and
so on.

I'll be simplifying things immensely by providing just the hooks, and by
NOT trying to cover every possible use someone might have. First of all,
people will reach for things like QT instinctively if they need a FULL
BLOW 2D interface in their app. Secondly, there are so many modern UI
classes that people expect in any reasonable UI toolkit that providing
even one opens the door to the question: hey, where are the rest? :)

 Robert.
 
 On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  As more work goes into osgQt towards OSG3 (and as we get closer to
  having full, fist class 2D widgets), I think that osgWidget (in it's
  current form) should be removed. It was designed with the very futile
  goal of trying to be a 2D UI kit, when it should have been far smaller
  and far more generic from the very beginning.
 
  I have been working on--in-between paid OSG work and medical
  maintenance--this newer version, but it is not ready for anyone to look
  at.
 
  And also: I was officially declared in remission about a month ago, so
  my short (but interesting!) bout with blood cancer at 29 is over.
  Yay. :)
 
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Re: [osg-users] StandardShadowMap on ATI

2010-07-29 Thread Bradley Baker Searles
Hi Wojtek-

  Thanks again for the thoughtful response.

  I believe I have enough information to work around this issue now.  I just 
wanted to post my last set of findings for anyone else who might be helped by 
the thread.

  I installed catalyst 10.4 and 10.2, and I never quite got to a point where 
everything worked as expected.  I will post some screenshots below.  I am 
thinking I will probably just go with the latest drivers and work around the 
NULL program driver bug, either by hacking our local OSG copy, or doing the 
proper ViewData override as you suggested (haven't looked at those details yet).

  Ahh, yes the texture matrix issue in the glsl.  I had indeed already done 
that (just omitted the matrix altogether in the shader as you referenced). I 
didn't think to attach an osg TexMat identity matrix at the root, so I was 
confused by your reference to the osg TexMat class  :)  But the TexMat solution 
is probably a more appropriate workaround.

Take care-
Baker Searles

P.S. Yes I too had a dual-gpu ATI setup at home last year (dual 4850 in 
crossfire) and they were crazy fast, but I had render issues in Fallout 3 (HDR 
effects would blink on and off) so I had to drop down to using just one of the 
boards.  I guess you can't do that though with the 5970 having both chips on 
one board  :)

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Re: [osg-users] Display distance between 2 objects

2010-07-29 Thread Sanat Talmaki
Hi Ulrich,

Thanks for that suggestion. I didn't know that the keyboard handler handle() 
function gets called regardless of whether the key is pressed or not.

Thanks,

Sanat.

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[osg-users] Optimizer is awesome!

2010-07-29 Thread Cory Riddell
I'm getting to the point where I have to start tuning my app a bit and
so I added a call to Optimizer::optimize() today. Wow!

On a typical model, my app was able to push just under 40 fps at
1920x1200 (debug build). After running the optimizer, it's pushing
around 100 fps.

The trade off of course is that it takes 20 seconds to run through all
optimizations. That's a little long, but now I can start looking at the
individual optimizations and see what the cost and benefit of each is.

Cory
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Re: [osg-users] Optimizer is awesome!

2010-07-29 Thread Trajce (Nick) Nikolov
you can save your model after optimization and load it optimized  no
need to wait 20 seconds then

-Nick


On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote:

 I'm getting to the point where I have to start tuning my app a bit and
 so I added a call to Optimizer::optimize() today. Wow!

 On a typical model, my app was able to push just under 40 fps at
 1920x1200 (debug build). After running the optimizer, it's pushing
 around 100 fps.

 The trade off of course is that it takes 20 seconds to run through all
 optimizations. That's a little long, but now I can start looking at the
 individual optimizations and see what the cost and benefit of each is.

 Cory
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Re: [osg-users] Optimizer is awesome!

2010-07-29 Thread Cory Riddell




Our app is very CAD-like. The purpose of it is to create and edit
models. Reloading models is a relatively rare activity. 

Cory

On 7/29/2010 1:54 PM, Trajce (Nick) Nikolov wrote:

  you can save your model after optimization and load it
optimized  no need to wait 20 seconds then
  
-Nick
  
  
  On Thu, Jul 29, 2010 at 10:39 PM, Cory
Riddell c...@codeware.com wrote:
  I'm
getting to the point where I have to start tuning my app a bit and
so I added a call to Optimizer::optimize() today. Wow!

On a typical model, my app was able to push just under 40 fps at
1920x1200 (debug build). After running the optimizer, it's pushing
around 100 fps.

The trade off of course is that it takes 20 seconds to run through all
optimizations. That's a little long, but now I can start looking at the
individual optimizations and see what the cost and benefit of each is.

Cory
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Re: [osg-users] Optimizer is awesome!

2010-07-29 Thread Cory Riddell




I should add that our primary save format is .sat (ACIS), not .osg.

On 7/29/2010 2:35 PM, Cory Riddell wrote:

  
Our app is very CAD-like. The purpose of it is to create and edit
models. Reloading models is a relatively rare activity. 
  
Cory
  
On 7/29/2010 1:54 PM, Trajce (Nick) Nikolov wrote:
  
you can save your model after optimization and load
it
optimized  no need to wait 20 seconds then

-Nick


On Thu, Jul 29, 2010 at 10:39 PM, Cory
Riddell c...@codeware.com wrote:
I'm
getting
to the point where I have to start tuning my app a bit and
so I added a call to Optimizer::optimize() today. Wow!
  
On a typical model, my app was able to push just under 40 fps at
1920x1200 (debug build). After running the optimizer, it's pushing
around 100 fps.
  
The trade off of course is that it takes 20 seconds to run through all
optimizations. That's a little long, but now I can start looking at the
individual optimizations and see what the cost and benefit of each is.
  
Cory
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Re: [osg-users] multi-sample buffer ignored?

2010-07-29 Thread Don Leich

I've been watching the osgQt developments with interest here.  I'm involved
in porting a large application to OSG  Qt and I've been concerned for
some time now with the platform dependencies and other messiness of
the osgviewerQtWidget based code we'd been using.  The osgQt code
seemed too different (we followed a QWidgetrather than QObject implementation)
and it not quite ready for prime time for production code.  We're
not using Qt for any graphic rendering, just the window management frame for 
several windows of OSG graphics so mixing Qt  OSG rendering wasn't a concern.


I found that it was fairly straight to substitute the osgviewerQtContext based 
code.  The API is more complete, the multi-sample problem request takes, and

the X11/Win32/Mac porting issues are moot (love that word).  I think
osgviewerQtContext is the clear winner over osgviewerQtWidget.

Jeremy -- great news on your recovery!


-Don Leich

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Re: [osg-users] Viewer::realize() - failed to set up any windows

2010-07-29 Thread Peter Schmid
Hi,


 Windows 7 64 bit 



 I've worked around it at home by setting OSG_WINDOW=50 50 1024 768 or 
 whatever you like - it seems like, as that last message seems to 
 indicate, it's the code that tries to detect the number of screens to go 
 fullscreen that makes everything fall flat on its face. 


I have a issue similar to this one - perhaps the other way round (well, I 
didn't want to open a new topic):
If I try to set a single window on a machine with two displays, I don't get a 
window on viewer-run().

The initialization of the viewer is done in the main thread of the program with 
the command line parameters --window 50 50 1024 768. After that, a new thread 
is created and the method viewer-run() will run in this thread. This works 
only for full screen (no command line parameters), but not for the desired 
windowed mode, no window is opened.

But if I do the initialization of the viewer/camera in the same new created 
thread, it works.

The code for the initialization of the viewer looks like the following snippet:

Code:
// Either
new osgViewer::Viewer(argumentParser);
// Or the way described in osgcamera.cpp
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
...



Can anybody explain, why the initialization conflicts within two separate 
threads (in both cases nothing runs in parallel)?

Cheers,
Peter

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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-29 Thread Torben Dannhauer
Hi Brad,

if you have build the package successfully, I could host it for the community 
as I host the VS2008 3rdPartyPackage.
Would be nice to improve the osg Windows world  :)

Thank you!

Cheers,
Torben

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