[osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi,

When I run my application (on Linux Debian) which has call to do intersection 
tests, I get:

undefined symbol: ZN11OpenThreads6AtomicmmEv

when the application is trying to call addIntersector() function of the 
osgUtil::IntersectorGroup. In my application's Makefile I only link with  
libOpenThreads.so, libosgDB.so and libosgTerrain.so. Is that not enough or is 
it some other problem?

Thank you!

Cheers,
Huron

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Re: [osg-users] Incorrect deepth sorting

2010-10-27 Thread J.P. Delport

Hi,

On 27/10/10 05:44, Serg Radkov wrote:

Hi,

How to make transparent geometry located at various osg:: Drawable properly 
sorted in depth?


properly sorted is difficult.


OSG sorts the geometry by the distance from the camera.
This leads to incorrect results.


what else do you think would work? You can split up geometry more or put 
things in different bins, but the problems will just show up at a finer 
grain.


Have a look at the osgoit (order independent transparency) example. Also 
google for order independent transparency and you would find all the 
reasons why just sorting is not a fix for all cases.


jp



In attachments screenshots of the same object from different angles.
  Arrows indicate the edge that does not draw, because their center turns away 
from the camera than the center of the face is behind them.

I draw polygons with the following settings:

geode-getOrCreateStateSet()-setMode( GL_BLEND, osg::StateAttribute::ON );
geode-getOrCreateStateSet()-setRenderingHint( osg::StateSet::TRANSPARENT_BIN 
);
geode-getOrCreateStateSet()-setRenderBinMode(osg::StateSet::RenderBinMode::USE_RENDERBIN_DETAILS);
geode-getOrCreateStateSet()-setRenderBinDetails( 11, DepthSortedBin);



Thank you!

Cheers,
Serg

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Re: [osg-users] Translucent primitives grouped by Drawable or by Geode?

2010-10-27 Thread Robert Osfield
Hi Thomas,

One shouldn't mix primitives that will have some form of alpha
blending with opaque ones in the same osg::Drawable/osg::Geometry
leaves, as the depth sorting of the transparent bin is done at the
Drawable level. However, it doesn't matter how you group the Drawables
themselves in the scene graph.

Robert.

On Tue, Oct 26, 2010 at 8:39 PM, Thomas Dickerson osgfo...@tevs.eu wrote:
 Hi,

 When rendering translucent objects in OpenSceneGraph, do I need a Drawable 
 per set of translucent primitives, or a Geode per set? I'm asking because 
 some of my models have a mixture of translucent and opaque materials, in 
 terms of graph structure it seems like per-Geode would make more sense. I 
 just want to be on the safe side.

 Thank you!

 Cheers,
 Thomas

 
 Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) 
 || Village2Village Project (http://www.village2villageproject.org)

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Re: [osg-users] [osgPlugins] upgrades to osgdb_bsp

2010-10-27 Thread Robert Osfield
Hi Thomas,

On Tue, Oct 26, 2010 at 8:44 PM, Thomas Dickerson osgfo...@tevs.eu wrote:
 Over the last few weeks I've been working on upgrades to the ReaderWriterBSP 
 class to allow it to load drawable geometry from files in the Dynamix 
 Interior Format, a bsp format used by the Torque Game Engine, and it's 
 derivatives. I have a few more bugs to track down with some missing polygons, 
 and distortion of certain textures, but I think it is approaching readiness. 
 Is this something that people feel would make a worthwhile addition to the 
 default set of plugins? If so, how would I go about submitting it?

If there are lots of changes then consider placing the changes into a
separate plugin, but this does also assume that their is a different
file extension for this file format, I don't know anything about the
Dynamix Interior Format so can't comment on this.  Whether you do go
for separate plugin or not just package up all the required
files/modified files in full and post them to osg-submissions mailing
list and I can pick them up from there.

Cheers,
Robert.
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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Robert Osfield
Hi Huron,

On Wed, Oct 27, 2010 at 1:02 AM, Huron Sam Perera
hsper...@bellhelicopter.textron.com wrote:
 When I run my application (on Linux Debian) which has call to do intersection 
 tests, I get:

 undefined symbol: ZN11OpenThreads6AtomicmmEv

 when the application is trying to call addIntersector() function of the 
 osgUtil::IntersectorGroup. In my application's Makefile I only link with  
 libOpenThreads.so, libosgDB.so and libosgTerrain.so. Is that not enough or is 
 it some other problem?

I'd add libosg.so into the list, but I don't think it'd address the
link problem as it relates to OpenThreads.

The undefined symbol itself makes me wonder if you have libs and
headers that conflict in their implementation of the
OpenThreads::Mutex.

Did you build the OSG yourself, or pull it in from debian
repositories?  Which version of the OSG?  Have a check of your
include/OpenThreads/Config to see what it has defined.  I'm using
Kubuntu so it's a debian based system and build the OSG myself (;-)
and my include/OpenThreads/Config looks like:

// ... comments removed .. so focus on the important bits:
#ifndef _OPENTHREADS_CONFIG
#define _OPENTHREADS_CONFIG

#define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
/* #undef _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC */
/* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */
/* #undef OT_LIBRARY_STATIC */

#endif

In this case OpenThreads itself must also be built with atomic gcc builtins.

Robert.

Not that it's
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[osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Fred Smith
Hi,

When I only have one point in a GL_POINTS DrawElements primitive, the shaders 
in my StateSet have no effect. It seems a primitiveset cannot contain use only 
one point, or the point does not reach the shaders for some reason.

To reproduce the problem, change the osggeometryshaders sample so that only 1 
(not 8) points are added to the vertex array. You should see 2 animated lines 
in this case - but nothing is displayed.

A colleague of mine stumbled upon this behavior (bug?) a while ago.

Is this a known bug?

Cheers,
Fred

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Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Robert Osfield
Hi Fred,

My guess is that small feature culling is culling the Geometry before
it even gets into the draw traversal.  You can switch off small
feature culling by doing:

 viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()
 ~osg::CullSettings::SMALL_FEATURE_CULLING);

Robert.

On Wed, Oct 27, 2010 at 11:00 AM, Fred Smith osgfo...@tevs.eu wrote:
 Hi,

 When I only have one point in a GL_POINTS DrawElements primitive, the shaders 
 in my StateSet have no effect. It seems a primitiveset cannot contain use 
 only one point, or the point does not reach the shaders for some reason.

 To reproduce the problem, change the osggeometryshaders sample so that only 1 
 (not 8) points are added to the vertex array. You should see 2 animated lines 
 in this case - but nothing is displayed.

 A colleague of mine stumbled upon this behavior (bug?) a while ago.

 Is this a known bug?

 Cheers,
 Fred

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Re: [osg-users] Combining shaders and query about them

2010-10-27 Thread Aitor Ardanza
Thanks for the replay!
Another question how can I know the hardware limit vertex attributes?

Thank you!

Cheers,
Aitor

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[osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi all

I'm trying to push the IPhone fps to the limit, at moment I can render
10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I
think we can squeeze a lot more out of it. So i'm writing a node visitor
which could eventually be added to the optimizer to remove all un used
states etc when running on gles 2. This is the majority of the fixed
function pipeline like texture matrices etc.

On top of this IPhones and perhaps all devices using the PowerVR chips use
a deferred renderer, which means depth sorting is pointless as the renderer
will wait till all commands are received and ensure they are rendered in the
correct order anyhow. So my question is is the best way to disable depth
sort to put everything into the transparent bin?

Also if anyone has anyother suggestions to squeeze a few more fps out of
these devices I'd love to hear them.

Cheers
Tom
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Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Tom,

The CPU cost of depth sorting the transparent objects is pretty low,
and will only be significant if you have a very large number of
geometries that need to depth sorted.

Do you think you are CPU limited by the sorting of transparent bin?

Robert.

On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Hi all
 I'm trying to push the IPhone fps to the limit, at moment I can render
 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I
 think we can squeeze a lot more out of it. So i'm writing a node visitor
 which could eventually be added to the optimizer to remove all un used
 states etc when running on gles 2. This is the majority of the fixed
 function pipeline like texture matrices etc.
 On top of this IPhones and perhaps all devices using the PowerVR chips use
 a deferred renderer, which means depth sorting is pointless as the renderer
 will wait till all commands are received and ensure they are rendered in the
 correct order anyhow. So my question is is the best way to disable depth
 sort to put everything into the transparent bin?
 Also if anyone has anyother suggestions to squeeze a few more fps out of
 these devices I'd love to hear them.
 Cheers
 Tom
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Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Fred Smith

robertosfield wrote:
 Hi Fred,
 
 My guess is that small feature culling is culling the Geometry before
 it even gets into the draw traversal.  You can switch off small
 feature culling by doing:
 
 viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()
  ~osg::CullSettings::SMALL_FEATURE_CULLING);
 
 Robert.
 


Hi Robert,

Thanks for your reply, but that doesn't seem to work, the following code has no 
effect:


Code:
// osggeometryshaders.cpp, line 187
osgViewer::Viewer viewer;
viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()  
~osg::CullSettings::SMALL_FEATURE_CULLING);
viewer.setSceneData( root );




Fred

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Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi Robert

At the moment I'd say my scene isn't complex enough to really tell,
everything is in one location and there aren't many geodes. Main reason I'm
looking into it is the apple docs state that it's a waste of cpu to depth
sort and I'm just looking for all the extra performance I can find (doing
computer vision). I won't expect any miracles :).

Cheers
Tom

On 27 October 2010 11:40, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Tom,

 The CPU cost of depth sorting the transparent objects is pretty low,
 and will only be significant if you have a very large number of
 geometries that need to depth sorted.

 Do you think you are CPU limited by the sorting of transparent bin?

 Robert.

 On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
  Hi all
  I'm trying to push the IPhone fps to the limit, at moment I can render
  10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I
  think we can squeeze a lot more out of it. So i'm writing a node visitor
  which could eventually be added to the optimizer to remove all un used
  states etc when running on gles 2. This is the majority of the fixed
  function pipeline like texture matrices etc.
  On top of this IPhones and perhaps all devices using the PowerVR chips
 use
  a deferred renderer, which means depth sorting is pointless as the
 renderer
  will wait till all commands are received and ensure they are rendered in
 the
  correct order anyhow. So my question is is the best way to disable depth
  sort to put everything into the transparent bin?
  Also if anyone has anyother suggestions to squeeze a few more fps out of
  these devices I'd love to hear them.
  Cheers
  Tom
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[osg-users] FBX Up axis bug

2010-10-27 Thread Thomas Hogarth
Hi all

Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I
found a bug with the up axis. When exporting from 3ds max the axis are
stored as

x=0
y=1
z=2

But for some reason the fbx sdk 2011.2 sets the eUpVector enum in
kfbxaxissystem.h to the following

enum eUpVector {
XAxis =1,
YAxis =2,
ZAxis =3
};

changing this to

enum eUpVector {
XAxis =0,
YAxis =1,
ZAxis =2
};

fixed our problems

Hope someone finds this useful
Tom
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Re: [osg-users] New osgText library - Questions

2010-10-27 Thread Sukender
Alright then... but why didn't my app compile, then? Are there known 
regressions?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi Sukender,
 
 Right now I'd recommend just sticking with osgText::Text and
 osgText::Text3D as TextNode isn't feature complete yet.  I will be
 maintaining Text and Text3D for 3.0 to retain backwards
 compatibility.
 
 Robert.
 
 On Tue, Oct 26, 2010 at 3:04 PM, Sukender suky0...@free.fr wrote:
  Hi all,
 
  When updating to latest trunk, I faced the refactoring of osgText.
 Of course my app has been updated to fit this change, but I don't know
 how to get the old behaviour back. Can someone assist me? How must I
 transform these when I got a TextNode*?
  1. setAlignment(osgText::Text::LEFT_TOP)
  2. setColor() (I guess it's Stateset  Material  Diffuse)
  3. setBackdropType() / setBackdropColor() / setColorGradientMode() /
 setColorGradientCorners()...
 
  Thanks.
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Thomas,

On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 At the moment I'd say my scene isn't complex enough to really tell,
 everything is in one location and there aren't many geodes. Main reason I'm
 looking into it is the apple docs state that it's a waste of cpu to depth
 sort and I'm just looking for all the extra performance I can find (doing
 computer vision). I won't expect any miracles :).

I wonder if the Apple docs actually mean it's pointless depth sorting
opaque objects, something that the OSG doesn't do by default anyway -
it states sorts for the opaque bin.

For the transparent bin you still need to render from back to front to
get the correct blending, unless the driver knows about transparent
objects needing to be render back to front.

As for looking for an optimization here, I really don't think it's
worth your while, you are attempting premature optimization - deciding
what the bottlenecks are before you've even tested it.  I would
recommend doing actual benchmarks on the target hardware/OS with the
types of datasets you will be using and then profile it closely to
establish what are the bottlenecks.

Robert.
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Re: [osg-users] New osgText library - Questions

2010-10-27 Thread Robert Osfield
On Wed, Oct 27, 2010 at 1:21 PM, Sukender suky0...@free.fr wrote:
 Alright then... but why didn't my app compile, then?

I can't answer this.

 Are there known regressions?

I don't know of any present regressions, if there are lets us know.

Robert.
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[osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Robert Gosztyla
Hi,

Small piece of code:


Code:
osg::ref_ptr  osg::Vec3Array  verts = new osg::Vec3Array();

verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) );
verts-push_back(osg::Vec3(-100.0f, 200.0f, 100.0f ) );
verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );

osg::ref_ptr  osg::DrawElements  elements = static_cast  osg::DrawElements* 
 ( new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP ) );

elements-reserveElements( 3 );
elements-addElement( 0 );
elements-addElement( 1 );
elements-addElement( 2 );

p_geometry-setVertexArray( verts.get() );

// does not work
p_geometry-addPrimitiveSet( elements.get() );

// works
p_geometry-addPrimitiveSet( new 
osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,verts-size() ) );

p_geode-addDrawable( p_geometry.get() );



Do you see something wrong in this code? Or I missed something?

Thank you!

Cheers,
Robert

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Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Wang Rui
Hi Robert,

DrawElementsUInt can make use of std::vector methods directly, such like:

osg::DrawElementsUInt* de = new
osg::DrawElementsUInt(osg::PrimitiveSet::LINE_LOOP);
de-push_back( 0 );
de-push_back( 1 );
de-push_back( 2 );

Or

de-resize(3);
(*de)[0] = 0;
(*de)[1] = 1;
(*de)[2] = 2;

Just have a try. :-)

Cheers,

Wang Rui


2010/10/27 Robert Gosztyla robert.goszt...@gmail.com

 Hi,

 Small piece of code:


 Code:
 osg::ref_ptr  osg::Vec3Array  verts = new osg::Vec3Array();

 verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );
 verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) );
 verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) );
 verts-push_back(osg::Vec3(-100.0f, 200.0f, 100.0f ) );
 verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );

 osg::ref_ptr  osg::DrawElements  elements = static_cast 
 osg::DrawElements*  ( new osg::DrawElementsUInt(
 osg::PrimitiveSet::LINE_LOOP ) );

 elements-reserveElements( 3 );
 elements-addElement( 0 );
 elements-addElement( 1 );
 elements-addElement( 2 );

 p_geometry-setVertexArray( verts.get() );

 // does not work
 p_geometry-addPrimitiveSet( elements.get() );

 // works
 p_geometry-addPrimitiveSet( new
 osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,verts-size() ) );

 p_geode-addDrawable( p_geometry.get() );



 Do you see something wrong in this code? Or I missed something?

 Thank you!

 Cheers,
 Robert

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Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Sounds sensible to me. I'm just a little too keen. All in all though I've
been really impressed by the performance already. I'll start making a test
scene and perhaps add a few features that can be toggled, like render to
texture etc. I'll see if I find time this weekend


On 27 October 2010 13:39, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Thomas,

 On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
  At the moment I'd say my scene isn't complex enough to really tell,
  everything is in one location and there aren't many geodes. Main reason
 I'm
  looking into it is the apple docs state that it's a waste of cpu to depth
  sort and I'm just looking for all the extra performance I can find (doing
  computer vision). I won't expect any miracles :).

 I wonder if the Apple docs actually mean it's pointless depth sorting
 opaque objects, something that the OSG doesn't do by default anyway -
 it states sorts for the opaque bin.

 For the transparent bin you still need to render from back to front to
 get the correct blending, unless the driver knows about transparent
 objects needing to be render back to front.

 As for looking for an optimization here, I really don't think it's
 worth your while, you are attempting premature optimization - deciding
 what the bottlenecks are before you've even tested it.  I would
 recommend doing actual benchmarks on the target hardware/OS with the
 types of datasets you will be using and then profile it closely to
 establish what are the bottlenecks.

 Robert.

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[osg-users] Missing getEnableDepthWrites() in include/osgText/Text.

2010-10-27 Thread Sewell, Kenneth R Civ USAF AFRL/RYZW
In the current trunk in include/osgText/Text it looks like the first
definition of setEnableDepthWrites() should be getEnableDepthWrites()
instead.

 

bool setEnableDepthWrites() { return _enableDepthWrites; }

void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; }

 

Ken.

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Re: [osg-users] Missing getEnableDepthWrites() in include/osgText/Text.

2010-10-27 Thread Robert Osfield
Hi Ken,

This is a mistake, thanks for spotting it.  I've fixed this and
checked it into svn/trunk.

Robert.

On Wed, Oct 27, 2010 at 2:40 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW
kenneth.sew...@wpafb.af.mil wrote:
 In the current trunk in include/osgText/Text it looks like the first
 definition of setEnableDepthWrites() should be getEnableDepthWrites()
 instead.



 bool setEnableDepthWrites() { return _enableDepthWrites; }

 void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; }



 Ken.

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Re: [osg-users] [3rdparty] osgAudio Sound Position

2010-10-27 Thread Chris 'Xenon' Hanson
On 10/26/2010 12:13 PM, Chris 'Xenon' Hanson wrote:
 On 10/26/2010 11:56 AM, Matt Caron wrote:
 The demos work fine - I have tried the occlusion demo and it seems to be 
 working for both sound intensity and doppler shift...
   Can you start with that and modify it incrementally to be what you want and 
 make sure it
 works at each step? I can't immediately spot problems in your code, but I 
 don't really
 have the time to compile it and mess with it.

  Also, consider using the osgAudio list itself.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] OSG ActiveX + IFC

2010-10-27 Thread Zdravko Clarion
Hi,

I need OSC ActiveX + option to load IFC file.
If there is someone who can do that, please contact me for details.

Thank you!

Cheers,
Zdravko

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-27 Thread Zdravko Clarion
Hi,

I need OSC ActiveX + option to load IFC file.
If there is someone who can do that, please contact me for details.

Thank you!

Cheers,
Zdravko

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Robert Osfield
Hi Huron,

On Wed, Oct 27, 2010 at 5:49 PM, Huron Sam Perera
hsper...@bellhelicopter.textron.com wrote:
 I added libosg.so and I still get the unresolved symbol. To answer your other 
 questions:

 Yes, I built OSG myself.
 I think I am using 2.8.3. By the way, is there any file in the dowload that 
 tells me which version I am using?
 My include/OpenThreads/Config looks just like yours. So I guess I have to 
 build OpenThreads with atomic gcc builtins. How do I do that?

It should already built with built ins, otherwise the Config would be different.

What is up with your system I don't know.  Perhaps there is an issue
with gcc on your system.  What version of debian and gcc are you
using?

Robert.
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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert,

My debian version is 5.0.2. When I type gcc -v on my system the response is 
(along with bunch of other information):

gcc version 4.3.2 (Debian 4.3.2-1.1).



Thank you!

Cheers,
Huron

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Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Robert Gosztyla
Hi,

Hmm, the same effect, doesn't work (why should?). There is something wrong with 
elements-addElement() method?

Thank you!

Cheers,
Robert

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Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Stephan Huber
Hi,

Am 22.10.10 05:47, schrieb Thomas Hogarth:
 I'm gonna continue digging but would really appreciate if you could lend a
 hand. Once this is working I think we have the full set of features I
 commonly use in OSG all working for IPhone.

I tried some stuff to get FBOs working on the iPhone, but I did not
succeed (tried only ES 1.1). I think, there's a tiny little bit missing
to get it working ... Perhaps it has something to do with glDrawBuffers
not available on OpenGL ES.


Did you get it working?

cheers,
Stephan
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Re: [osg-users] [osgPlugins] upgrades to osgdb_bsp

2010-10-27 Thread Thomas Dickerson

robertosfield wrote:
 If there are lots of changes then consider placing the changes into a 
 separate plugin, but this does also assume that their is a different
 file extension for this file format, I don't know anything about the
 Dynamix Interior Format so can't comment on this.  Whether you do go
 for separate plugin or not just package up all the required
 files/modified files in full and post them to osg-submissions mailing
 list and I can pick them up from there.

The Dynamix Interior Format (DIF) is a binary-space partition format used by 
the Torque Game Engine, and derivative products (from GarageGames, founded by 
former members of Dynamix). It does use its own extension (.dif); however I 
felt that it made sense to work on it as an extension to the existing bsp 
plugin since it could then easily be extended at some point in the future into 
a nodekit providing BSP collision information to programs which (for example) 
make use of osgBullet or have similar physics needs. It is particularly likely 
that I will make these improvements myself at some point in the future, so 
having the plugin structured in that manner made sense as far as long-term 
planning is concerned. If you still want a separate plugin, I'm happy to 
separate it out, but the changes I made to the organizational structure and 
inheritance-tree of the classes in the osg_bsp plugin may still be desirable.


Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || 
Village2Village Project (http://www.village2villageproject.org)

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Re: [osg-users] Translucent primitives grouped by Drawable or by Geode?

2010-10-27 Thread Thomas Dickerson
Robert,
That is the response I was anticipating, but it's good to have my suspicions 
confirmed.
Thanks,
Thomas


Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || 
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Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Thomas Hogarth
Hi

I think i've pinned it down to the fact the context isn't actually ready on
the first call to frame (only get created once the views are shown) So I'm
gonna have a play with changing when the timer gets started and see if that
fixes things.

Tom

On 27 October 2010 20:30, Stephan Huber ratzf...@digitalmind.de wrote:

 Hi,

 Am 22.10.10 05:47, schrieb Thomas Hogarth:
  I'm gonna continue digging but would really appreciate if you could lend
 a
  hand. Once this is working I think we have the full set of features I
  commonly use in OSG all working for IPhone.

 I tried some stuff to get FBOs working on the iPhone, but I did not
 succeed (tried only ES 1.1). I think, there's a tiny little bit missing
 to get it working ... Perhaps it has something to do with glDrawBuffers
 not available on OpenGL ES.


 Did you get it working?

 cheers,
 Stephan

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert,

The problem may be in the way I am linking with OSG libs in my Makefile.  To 
check that I tried to create a Makefile for the osgintersection example. when I 
run cmake I get the following:

The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/bin/gcc
-- Check for working C compiler: /usr/bin/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
CMake Error at CMakeLists.txt:7 (SETUP_EXAMPLE):
  Unknown CMake command SETUP_EXAMPLE.


CMake Warning (dev) in CMakeLists.txt:
  No cmake_minimum_required command is present.  A line of code such as

cmake_minimum_required(VERSION 2.8)

  should be added at the top of the file.  The version specified may be lower
  if you wish to support older CMake versions for this project.  For more
  information run cmake --help-policy CMP.
This warning is for project developers.  Use -Wno-dev to suppress it.

-- Configuring incomplete, errors occurred!


Please help to get this resolved. Then I can check whether I can run this 
example in my system. If I am successful I will compare the Makefiles and 
hopefully that will resolve the udefined symbol problem.


Thank you!

Cheers,
Huron

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Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Wang Rui
Hi Robert,

In fact both your code and mine work fine under my platform. It is OK to use
addElement(), too and a triangle line (made up by the first three elements
in the vertex array) will appear. Is there something wrong with your
makefile or project settings? What is the error message?

Cheers,

Wang Rui

2010/10/28 Robert Gosztyla robert.goszt...@gmail.com

 Hi,

 Hmm, the same effect, doesn't work (why should?). There is something wrong
 with elements-addElement() method?

 Thank you!

 Cheers,
 Robert

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Ulrich Hertlein
Hi Huron,

On 28/10/10 9:17 , Huron Sam Perera wrote:
 The problem may be in the way I am linking with OSG libs in my Makefile.

This may be a silly question, but are you linking OpenThreads?
I usually link with '-L/usr/local/lib -losgViewer -losgGA -losgDB -losgUtil 
-losg
-lOpenThreads'.

 To check that I tried to create a Makefile for the osgintersection example. 
 when I run cmake I get the
 following:

Why are you creating a Makefile but are then running cmake?  This doesn't make 
any sense.
 Do you mean you created a CMakeLists.txt file?

 The C compiler identification is GNU
 -- The CXX compiler identification is GNU
 -- Check for working C compiler: /usr/bin/gcc
 -- Check for working C compiler: /usr/bin/gcc -- works
 -- Detecting C compiler ABI info
 -- Detecting C compiler ABI info - done
 -- Check for working CXX compiler: /usr/bin/c++
 -- Check for working CXX compiler: /usr/bin/c++ -- works
 -- Detecting CXX compiler ABI info
 -- Detecting CXX compiler ABI info - done
 CMake Error at CMakeLists.txt:7 (SETUP_EXAMPLE):
   Unknown CMake command SETUP_EXAMPLE.

SETUP_EXAMPLE is an OSG-specific macro from CMakeModules/OsgMacroUtils.cmake.
The OSG root CMakeLists.txt finds the macro via these commands:

SET(CMAKE_MODULE_PATH 
${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH})
INCLUDE(OsgMacroUtils)

/ulrich
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