Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-28 Thread Torben Dannhauer
Hi Chris,

siome weeks ago you asked for some feedback of kinect users:
I do have a Kinect since christmas, but besides some basic testing I didn't 
work with it. My finaly goal would be a Kinect based camera manipulator.

Cheers,
Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi Nan,

which version of the 3rdParty package have you downloaded? The current version 
is V5. 

You have to added your 3rdparty/x86/bin folder to your PATH. It contains the 
dll dependencies and has to be part of your path to allow osgviewer to find it.

The environment variable OSG_3RDPARTY_DIR is not required to run OpenSceneGraph 
with this package, it is only available to allow CMake to find your 3rdparty 
package automatically. This makes frequent OSG rebuilds easier..

Thank you!

Cheers,
Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
Hello Nan  Torben,

You have to add the *3rdParty bin* to your PATH otherise set the environment
variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or
DEBUG_FP (by default it is NOTICE I think).

Cordialement
*--*
*M. ALJI Mohamed*


2011/3/28 Torben Dannhauer tor...@dannhauer.info

 Hi Nan,

 which version of the 3rdParty package have you downloaded? The current
 version is V5.

 You have to added your 3rdparty/x86/bin folder to your PATH. It contains
 the dll dependencies and has to be part of your path to allow osgviewer to
 find it.

 The environment variable OSG_3RDPARTY_DIR is not required to run
 OpenSceneGraph with this package, it is only available to allow CMake to
 find your 3rdparty package automatically. This makes frequent OSG rebuilds
 easier..

 Thank you!

 Cheers,
 Torben

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Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-28 Thread Robert Osfield
Hi Sanat,

We can only guess what might be wrong as there really far too few
details to know what might be amiss.

My best guess looking that the image is... numerical precision?

Why not try exporting to .ive or .osgb and then trying with osgviewer.

Robert.

On Sat, Mar 26, 2011 at 8:57 PM, Sanat Talmaki sanat.sch...@gmail.com wrote:
 Hi,

 I am having a peculiar problem. I am creating a geode and saving it out as a 
 .osg file. I am also adding this to the osgViewer to see the results of 
 creating the geode.

 However to my surprise, the model looks correct when I see it in my program 
 using an instance osgviewer. As seen in this image: [Image: 
 http://forum.openscenegraph.org/files/viewerofsamefile_177.jpg ]

 But I do not see the same result when I open the saved .osg file through 
 osgviewer.exe or load it in a 3rd application later on. As seen in this 
 image: [Image: http://forum.openscenegraph.org/files/savednodefile_919.jpg ]

 I have attached screen shots of both. I cannot figure out why this would 
 happen? Hoping for some help.

 Thanks

 Sincerely,
 Sanat

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Re: [osg-users] Reading a Tiff out of memory?

2011-03-28 Thread Robert Osfield
Hi Barry,

A number of the OSG plugins support reading from istream, and the tiff
plugin is one of them, a quick grep of the source code suggests that
the quicktime and imageio plugins also look like do to.

So... just use a istream to map the memory and then pass this to the
plugin you want to read the stream from.

Robert.

On Sun, Mar 27, 2011 at 12:08 AM, Barry evan...@telusplanet.net wrote:
 Hopefully a quick question
 Under OS X it's easy to get existing images as tiff's
     NSImage *theImage = [NSImage imageNamed:@NSExitFullScreenTemplate];
     NSData *tiffForm = [theImage TIFFRepresentation];
 Where NSExitFullScreenTemplate is a standard system image that the OS
 manages for us.
 I've been exploring the osg::Image methods and there doesn't seem to be an
 easy way to set up an osg::Image using tiff data already residing in memory.
 Files easy, but I don't see the call for using something already in Ram..
 Or am I missing something?
 Thanks for any advice.
 Barry Evans


 Reality is that which, when you stop believing in it, doesn't go away.
 --Philip K. Dick

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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Robert Osfield
Hi Eduardo,

On Sun, Mar 27, 2011 at 11:31 AM, Eduardo Poyart poy...@gmail.com wrote:
 There seems to be no easy way to do this. I read the Serialization page on
 the wiki. I decided to go ahead and make my data class derive from Node and
 write a wrapper for it.

Actually the I'd say the serializers are the easy way to do what you
want. There are plenty of macro's to help the writing of the wrappers,
and all the examples of how to do in the directories in
src/osgWrappers/serializers.   I've found the wrappers very easy to
write, it just take a small learning curve but once you've done one
wrapper, it should be pretty straightfoward.



Robert.
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Re: [osg-users] Serializer bug: not writing double-precision to osgt

2011-03-28 Thread Robert Osfield
HI Eduardo,

Which version of the OSG are you using?  A few months back I did some
bug fixes for the serializers that related to Matrix output.

If the problem still exists in svn/trunk then please post a small
example that reproduces the problem so we can have a look at it.

Thanks,
Robert.

On Mon, Mar 28, 2011 at 3:52 AM, Eduardo Poyart poy...@gmail.com wrote:
 Hello,
 If I use an ADD_MATRIXD_SERIALIZER to write my osg::Matrixd to an osgt file,
 the serializer writes single-precision instead of double-precision.
 Writing to osgb files work fine.
 It's likely this happens with all float data, not just Matrixd.
 Is it a known problem?
 Thanks
 Eduardo

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Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2011-03-28 Thread Stephan Huber
Hi rti,

can you please post whole modified files to osg.submissions as noted on
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol


Thanks,

Stephan


Am 22.03.11 19:24, schrieb Robert Timm:
 Hi there,
 
 there are another two tiny patches I want to provide.
 They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which 
 appeared on my machine when using a OpenGL ES 2 build.
 
 1. One warning was written repeatedly to the terminal (while font rendering):
 
 Warning: detected OpenGL error 'invalid enumerant' at after 
 RenderBin::draw(..)
 
 
 2. This warning was only printed once while initing:
 
 Warning: detected OpenGL error 'invalid enumerant' at Before 
 Renderer::compile
 
 
 Find the patches in the attachment (numbered like above).
 
 Again, any kind of comment is appreciated :)
 
 Bye,
 rti
 
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Re: [osg-users] Camera control in osgvisual

2011-03-28 Thread Torben Dannhauer
Hi Vijeesh,

sorry for my late reply, I was on a trip the last days. You explanation helped 
me to understand Cigi better.

I have some additional questions:
do we need to store the transfered SIGI contains in the IG to store the 
transfered value, or are the cigi classes only a incoming event queue?

If the latter is true, it should be sufficient to process and discard the 
incoming cigi transport classes, shouldn't it?
 
Regarding terrain modification: This modification currently works only for 
databases which use osgTerrain Framework. I use a VPB generated database. The 
modification is done at runtime. But I planned to implement a caching feature 
which allows to cache modified tiles. Currently I do not know if the cache will 
be persistent or only per run.



Thank you!

Cheers,
Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Thanks zonk

the 3rdParty package I used is 3rdParty_VC9sp1_x86_x64_V5.7z
x86 version~ i think it's not version problem.

Ok, i have to add them to PATH environment variable.

although, it was not mentioned in the introduction.

But, there's no problem with previous OSG source code.

Maybe using CMAKE 2.8.4 causes this error



zonk wrote:
 Hi Nan,
 
 which version of the 3rdParty package have you downloaded? The current 
 version is V5. 
 
 You have to added your 3rdparty/x86/bin folder to your PATH. It contains 
 the dll dependencies and has to be part of your path to allow osgviewer to 
 find it.
 
 The environment variable OSG_3RDPARTY_DIR is not required to run 
 OpenSceneGraph with this package, it is only available to allow CMake to find 
 your 3rdparty package automatically. This makes frequent OSG rebuilds easier..
 
 Thank you!
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Thanks Alji,

I think the final solution is adding 3rdParty bin to my PATH...But with 
previous installation, there was no problem without adding 3rdParty to PATH. 
When i compile OSG, just path ACTUAL_3DPARTY_DIR to 
C:/OpenSceneGraph-2.8.3/3rdparty. it was prefect...i think it was a problem of 
using CMAKE 2.8.4?

it is curious


Alji wrote:
 Hello Nan  Torben, 
 
 You have to add the 3rdParty bin to your PATH otherise set the environment 
 variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or 
 DEBUG_FP (by default it is NOTICE I think). 
 
 Cordialement
 --
 M. ALJI Mohamed
 
 
 
 2011/3/28 Torben Dannhauer  ()
 
   Hi Nan,
  
  which version of the 3rdParty package have you downloaded? The current 
  version is V5.
  
  You have to added your 3rdparty/x86/bin folder to your PATH. It contains 
  the dll dependencies and has to be part of your path to allow osgviewer to 
  find it.
  
  The environment variable OSG_3RDPARTY_DIR is not required to run 
  OpenSceneGraph with this package, it is only available to allow CMake to 
  find your 3rdparty package automatically. This makes frequent OSG rebuilds 
  easier..
  
  Thank you!
  
  Cheers,
  Torben
  
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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi,

3rdParty package V5 uses zlib not as static build, therefore the viewer 
requires now the zlib dll.

In older 3rdParty packages I used the static zlib and it worked without the dll.

I had to change to dynamic zLib because I updated libpng and the new version 
caused some trouble with static zLib: It compiled well, but in the OSG compile 
process  the png plugin required additonal zLib linking. To avoid polluting OSG 
project files, I changed to dynmic zLib.


@All: Should the next package version switch back to static zLib (which means I 
have to add the png plugin cmake file) ?


Thank you!

Cheers,
Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
eh

I think not only viewer requires zlib.dll, but also other .exe stopped by the 
zlib.dll is missing error...

crying.

If it is dynamic build... it means i have to add to PATH ?

Thanks



zonk wrote:
 Hi,
 
 3rdParty package V5 uses zlib not as static build, therefore the viewer 
 requires now the zlib dll.
 
 In older 3rdParty packages I used the static zlib and it worked without the 
 dll.
 
 I had to change to dynamic zLib because I updated libpng and the new version 
 caused some trouble with static zLib: It compiled well, but in the OSG 
 compile process  the png plugin required additonal zLib linking. To avoid 
 polluting OSG project files, I changed to dynmic zLib.
 
 
 @All: Should the next package version switch back to static zLib (which means 
 I have to add the png plugin cmake file) ?
 
 
 Thank you!
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi,

every application which uses zlib hast du use zlib.dll. yes, add the direcotry 
which contains zlib .dll to your path, and every aplication will be fine.

Thank you!

Cheers,
Torben

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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-28 Thread Aitor Ardanza
Hi,

I have problems with the axes it gives me from GetSkeletonJointOrientation...


Code:
osg::Matrix mat;
mat.set(orient.elements[0], orient.elements[1], orient.elements[2], nodePos.x(),
orient.elements[3], orient.elements[4], orient.elements[5], nodePos.y(),
orient.elements[6], orient.elements[7], orient.elements[8], nodePos.z(),
0, 0, 0, 1);
node-setMatrix(mat);


The X axis rotates fine, but the Z and Y axes rotate inreverse. I need to deny 
these two angles, but doing it directly on the quaternion does not work... Any 
idea?

Thank you!

Cheers,
Aitor

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Cool~
That's fineThanks a lot zonk. I will pay attention to this error in my next 
OSG installation, although it was not mentioned in the introduction page.





zonk wrote:
 Hi,
 
 every application which uses zlib requires zlib.dll.
 Yes, add the directory which contains zlib.dll to your PATH, and every 
 application will be fine.
 
 There are also more than only zlib.dll which is in the 3rdparty folder and 
 often required: also libtiff, nvtt, gdal etc. so I recommend to add the 
 3rdParty\bin  to the PATH to use all available 3rdParty libraries.
 
 Any thoughts?
 
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi,

Can you give me the link to the page? I'll update it..

Thank you!

Cheers,
Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
OK chief

here it is~

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
 


waiting for your wonderful contribution.




zonk wrote:
 Hi,
 
 Can you give me the link to the page? I'll update it..
 
 Thank you!
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
consider mentioning the *date* of the last update, please.

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi ALJI,

I'll add it, thanks for the hint!


Cheers,
Torben

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[osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-03-28 Thread Peter Wrobrl
Hi,

Topics like GL Funktions in osg have been discussed in other posts, but still 
not getting the essence.
I wonder which steps are required to make e.g. GL_PRIMITIVE_RESTART work within 
osg ?

Could you point me to an example, more elaborated than osgTeapot ?


Thank you!

Cheers,
Peter

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[osg-users] Flag not reset in TriangleFunctor = bug?

2011-03-28 Thread Sukender
Hi all,

TriangleFunctor reads:

virtual void end() {
  //...
  _treatVertexDataAsTemporary = true;
  drawArrays(_modeCache,0,_vertexCachef.size());
}

So drawArrays know the data is temporary, thanks to the flag. But shouldn't the 
flag be reset to false after the call?
  _treatVertexDataAsTemporary = true;
  drawArrays(_modeCache,0,_vertexCachef.size());
  _treatVertexDataAsTemporary = false;

If you got any clue, that could be nice!
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread PC John
There is one research group at our university waiting for any new official 
release. They ask me from time to time about it. However, they are not 
apparently reading mailing list too often as they are busy with their own 
things. I guess that number of people would welcome the new release if someone 
would do it.

Personally, I stick with developer releases.
John

  Original message 
 From:  Chris 'Xenon' Hanson xe...@alphapixel.com
 Subject:  Re: [osg-users] Interest in new releases of 2.8.x?
 Date:  26. 3. 2011  21:22:50
 
 On 3/16/2011 11:27 AM, Chris 'Xenon' Hanson wrote:
  On 3/16/2011 11:21 AM, Robert Osfield wrote:
  I'm all for an 2.8.4 release.
  
Excellent.
 
   Was there anyone else interested in a 2.8.4 release? Is anyone else using
 2.8.3 at this point or is everyone on trunk now?
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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 12:36 AM, Torben Dannhauer wrote:
 siome weeks ago you asked for some feedback of kinect users:
 I do have a Kinect since christmas, but besides some basic testing I didn't 
 work with it. My finaly goal would be a Kinect based camera manipulator.

  Interesting. Keep us advised on your progress.

 Cheers,
 Torben

-- 
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http://www.alphapixel.com/
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Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 9:04 AM, PC John wrote:
 There is one research group at our university waiting for any new official 
 release. They ask me from time to time about it. However, they are not 
 apparently reading mailing list too often as they are busy with their own 
 things. I guess that number of people would welcome the new release if 
 someone 
 would do it.

  Is there any feature they specifically want in a new release, or are they 
just wanting
the 3.0 stable release?

-- 
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http://www.alphapixel.com/
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Contracting.
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[osg-users] 2.8.4 RC1 tagged

2011-03-28 Thread Paul Martz

Hi all -- I have tagged a release candidate for the OSG 2.8.4 release:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc1

OSG 2.8.4 contains changes to allow last year's 2.8.3 release to build on 
VS2010. It is identical to 2.8.3, with only the following changes:


 * Addition of #include iterator in several files (part of trunk r10764).
 * Replace osgIntrospection Value header nullptr function (trunk r10917).
 * Fix for OpenThreads INSTALL target (trunk r11354).
 * Version# bump to 2.8.4.

Please note the name change! In our recent discussions of a 2.8 branch refresh, 
we had referred to this release as 2.8.3.1. However, OSG's version numbers 
have only three digits, so I've named it 2.8.4. (If we decide to pursue an 
additional bug fix release, let's call it 2.8.5.)


I would appreciate any and all testing, thanks in advance!

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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Jason Daly

On 03/26/2011 04:39 PM, Jean-Sébastien Guay wrote:

We're using 2.8.3, but we have no real problem waiting for an eventual
3.0 or whatever comes. Off the top of my head, there are no fixes that
we absolutely need. That's why I didn't respond to your questions about
2.8.3.1 or 2.8.4... And I guess others are probably in the same
position, given the underwhelming response in this thread.


I'm in the same boat as J-S.  We're fairly happy with 2.8.3 at this 
point.  We wouldn't mind a 2.8.4 release, but we don't have any 
immediate need for an upgrade.


We do have some work going on with some of the new mobile stuff 
(iPhone/Android), but those guys are fine with using the trunk for that 
work, and it seems that many of those features aren't quite ready for a 
stable release anyway.


--J

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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 9:56 AM, Jason Daly wrote:
 I'm in the same boat as J-S.  We're fairly happy with 2.8.3 at this point.  
 We wouldn't
 mind a 2.8.4 release, but we don't have any immediate need for an upgrade.

  Ok. As you can see, Paul has tagged a 2.8.4 RC simply to get it buildable on 
VC++2010.
Nobody seems to have stepped forward with any real functionality change 
requirements for a
2.8.5, so if it happens it'll likely just be a minor bugfix release with 
itch-scratcher
bugs that a small handful of people have contributed.


  Summary: Speak now on 2.8.5 or forever hold your peace.

 --J

-- 
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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Paul Martz

On 3/28/2011 10:13 AM, Chris 'Xenon' Hanson wrote:

On 3/28/2011 9:56 AM, Jason Daly wrote:

I'm in the same boat as J-S.  We're fairly happy with 2.8.3 at this point.  We 
wouldn't
mind a 2.8.4 release, but we don't have any immediate need for an upgrade.


   Ok. As you can see, Paul has tagged a 2.8.4 RC simply to get it buildable on 
VC++2010.


Yeah, I figured this was long overdue, as the VS2010 issue was first discussed 
on this list July 2010. Given the apparent lack of interest in a 2.8 bug fix 
release, I wanted to make sure we (at least) produced a stable version 
compatible with Microsoft's current compiler and modern C++ standards.

   -Paul
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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 10:39 AM, Paul Martz wrote:
 Yeah, I figured this was long overdue, as the VS2010 issue was first 
 discussed on this
 list July 2010. Given the apparent lack of interest in a 2.8 bug fix release, 
 I wanted to
 make sure we (at least) produced a stable version compatible with Microsoft's 
 current
 compiler and modern C++ standards.

  Thanks for your work on this.

-Paul

-- 
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http://www.alphapixel.com/
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Contracting.
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[osg-users] [build] Advice on Stable Version and Developer Version Setup

2011-03-28 Thread Scott Wasinger
Hi,

Right now I have the latest stable version installed 2.8.3 on my Linux Machine 
(Yum installed).  I want to start using the developer version 2.9.11 so I can 
become familiar with it for when Open Scene Graph 3.0 is released.

Plug:   I have been reading the Open Scene Graph 3.0 Beginner's Guide by Rui 
Wang  Xuelei Qian and  want to state that it is a very excellent book.

Can I have both version of the libraries installed and when I building my 
application (via cmake) select which library I want and how to link to it 
correctly. 

Thank you!

Cheers,
Scott

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Re: [osg-users] Serializer bug: not writing double-precision to osgt

2011-03-28 Thread Eduardo Poyart
I'm on 2.9.9. Sorry, I don't know if it happens on trunk...

Do you remember specifically changing the way the serializer outputs doubles
in case of an ascii output?

It could be because, by default, ostream's  operator uses float precision,
even if you're outputting a double.

Thanks
Eduardo

On Mon, Mar 28, 2011 at 1:00 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Eduardo,

 Which version of the OSG are you using?  A few months back I did some
 bug fixes for the serializers that related to Matrix output.

 If the problem still exists in svn/trunk then please post a small
 example that reproduces the problem so we can have a look at it.

 Thanks,
 Robert.

 On Mon, Mar 28, 2011 at 3:52 AM, Eduardo Poyart poy...@gmail.com wrote:
  Hello,
  If I use an ADD_MATRIXD_SERIALIZER to write my osg::Matrixd to an osgt
 file,
  the serializer writes single-precision instead of double-precision.
  Writing to osgb files work fine.
  It's likely this happens with all float data, not just Matrixd.
  Is it a known problem?
  Thanks
  Eduardo
 
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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Eduardo Poyart
I did it with the serializers. The document on the Wiki helped a lot. I
would be lost without it.

The only funny thing is that I had to make my class derive from Node and add
it to the scene graph, even though it's not graphics related at all!

Thanks
Eduardo

On Mon, Mar 28, 2011 at 12:57 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Eduardo,

 On Sun, Mar 27, 2011 at 11:31 AM, Eduardo Poyart poy...@gmail.com wrote:
  There seems to be no easy way to do this. I read the Serialization page
 on
  the wiki. I decided to go ahead and make my data class derive from Node
 and
  write a wrapper for it.

 Actually the I'd say the serializers are the easy way to do what you
 want. There are plenty of macro's to help the writing of the wrappers,
 and all the examples of how to do in the directories in
 src/osgWrappers/serializers.   I've found the wrappers very easy to
 write, it just take a small learning curve but once you've done one
 wrapper, it should be pretty straightfoward.



 Robert.
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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Robert Osfield
HI Eduardo,

On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote:
 I did it with the serializers. The document on the Wiki helped a lot. I
 would be lost without it.
 The only funny thing is that I had to make my class derive from Node and add
 it to the scene graph, even though it's not graphics related at all!

I don't know the specifics of your case, but serializers work for any
object subclassed from osg::Object
so there isn't any need to subclass from osg::Node.  So if you had
some custom user data you could
subclass from osg::Object and then provide the serializers for this
subclass and in theory the serilizers
should then output your object.

Robert.
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Re: [osg-users] 2.8.4 RC1 tagged

2011-03-28 Thread Robert Osfield
Hi Paul,

Thanks for tackling the 2.8.4.

I have just checked out the 2.8.4-rc1 and so far the only problems
I've encountered are with the build of the ffmpeg plugin against a
recent version of ffmpeg.  svn/trunk addresses this problem, so I've
applied similar changes to the 2.8 branch to address this build issue.
  I presume you made the 2.8.4 release from the 2.8 branch so the rc2
should pick up on this build fix I've just checked in.

Cheers,
Robert.

On Mon, Mar 28, 2011 at 4:45 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- I have tagged a release candidate for the OSG 2.8.4 release:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc1

 OSG 2.8.4 contains changes to allow last year's 2.8.3 release to build on
 VS2010. It is identical to 2.8.3, with only the following changes:

  * Addition of #include iterator in several files (part of trunk r10764).
  * Replace osgIntrospection Value header nullptr function (trunk r10917).
  * Fix for OpenThreads INSTALL target (trunk r11354).
  * Version# bump to 2.8.4.

 Please note the name change! In our recent discussions of a 2.8 branch
 refresh, we had referred to this release as 2.8.3.1. However, OSG's
 version numbers have only three digits, so I've named it 2.8.4. (If we
 decide to pursue an additional bug fix release, let's call it 2.8.5.)

 I would appreciate any and all testing, thanks in advance!

 --
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[osg-users] OSG Stereoscopy (2)

2011-03-28 Thread Mukund Keshav
Hi Everyone,

This is a continuation from my old thread on Stereoscopy. The thread had become 
a little huge, so i created a new thread.

Well, as per the valuable suggestions from Robert and other members from the 
forum, i wrote the following code.

Code:

// = Left eye   

osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(gc.get());
camera-setViewport(new osg::Viewport(0,0, traits-width / 2, 
traits-height));
GLenum buffer = GL_BACK_LEFT;
camera-setDrawBuffer(buffer);  

// add this slave camera to the viewer, with a shift left of the 
projection matrix
viewer.addSlave(camera.get(), osg::Matrixd::translate(params), 
osg::Matrixd());


// = Right eye   
   
osg::ref_ptrosg::Camera camera1 = new osg::Camera;
camera1-setGraphicsContext(gc.get());
camera1-setViewport(new osg::Viewport(traits-width / 2, 0, 
traits-width, traits-height));
buffer = GL_BACK_RIGHT;
camera1-setDrawBuffer(buffer);


// add this slave camera to the viewer, with a shift right of the 
projection matrix
viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), 
osg::Matrixd());

// 
===




Since i do not have the hardware at my home, i cannot test the code here. Could 
anyone please tell me if the code is alright?


Thank you!

Cheers,
Mukund

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-28 Thread Robert Osfield
Hi Mukend,

You won't need to use a side by side viewport when you are using quad
buffer stereo, instead just use a viewport that covers the whole
window.

Robert.

On Mon, Mar 28, 2011 at 7:13 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Hi Everyone,

 This is a continuation from my old thread on Stereoscopy. The thread had 
 become a little huge, so i created a new thread.

 Well, as per the valuable suggestions from Robert and other members from the 
 forum, i wrote the following code.

 Code:

 // = Left eye   
 
        osg::ref_ptrosg::Camera camera = new osg::Camera;
        camera-setGraphicsContext(gc.get());
        camera-setViewport(new osg::Viewport(0,0, traits-width / 2, 
 traits-height));
        GLenum buffer = GL_BACK_LEFT;
        camera-setDrawBuffer(buffer);

        // add this slave camera to the viewer, with a shift left of the 
 projection matrix
        viewer.addSlave(camera.get(), osg::Matrixd::translate(params), 
 osg::Matrixd());


        // = Right eye   
 
        osg::ref_ptrosg::Camera camera1 = new osg::Camera;
        camera1-setGraphicsContext(gc.get());
        camera1-setViewport(new osg::Viewport(traits-width / 2, 0, 
 traits-width, traits-height));
        buffer = GL_BACK_RIGHT;
        camera1-setDrawBuffer(buffer);


        // add this slave camera to the viewer, with a shift right of the 
 projection matrix
        viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), 
 osg::Matrixd());

        // 
 ===




 Since i do not have the hardware at my home, i cannot test the code here. 
 Could anyone please tell me if the code is alright?


 Thank you!

 Cheers,
 Mukund

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-28 Thread Mukund Keshav
Hi Robert,

Thanks a lot for the reply. So this would be fine right? This is rendered in 
the same viewport by default right?


 
// = Left eye   
   
   osg::ref_ptrosg::Camera camera = new osg::Camera;
   camera-setGraphicsContext(gc.get());   
   GLenum buffer = GL_BACK_LEFT;
   camera-setDrawBuffer(buffer);  

   // add this slave camera to the viewer, with a shift left of the projection 
matrix
   viewer.addSlave(camera.get(), osg::Matrixd::translate(params), 
osg::Matrixd());


   // = Right eye   
   
   osg::ref_ptrosg::Camera camera1 = new osg::Camera;
   camera1-setGraphicsContext(gc.get());   
   buffer = GL_BACK_RIGHT;
   camera1-setDrawBuffer(buffer);
   

   // add this slave camera to the viewer, with a shift right of the projection 
matrix
   viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), 
osg::Matrixd());

   // 
===



PS: If i were to do anaglyphs, how could i specify the settings? 

Thanks,

Mukund

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Re: [osg-users] 2.8.4 RC1 tagged

2011-03-28 Thread Paul Martz

On 3/28/2011 12:18 PM, Robert Osfield wrote:

Hi Paul,

Thanks for tackling the 2.8.4.


I'm just the svn commit monkey. Thanks should go to Chris. :-)
   -Paul




I have just checked out the 2.8.4-rc1 and so far the only problems
I've encountered are with the build of the ffmpeg plugin against a
recent version of ffmpeg.  svn/trunk addresses this problem, so I've
applied similar changes to the 2.8 branch to address this build issue.
   I presume you made the 2.8.4 release from the 2.8 branch so the rc2
should pick up on this build fix I've just checked in.

Cheers,
Robert.

On Mon, Mar 28, 2011 at 4:45 PM, Paul Martzpma...@skew-matrix.com  wrote:

Hi all -- I have tagged a release candidate for the OSG 2.8.4 release:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc1

OSG 2.8.4 contains changes to allow last year's 2.8.3 release to build on
VS2010. It is identical to 2.8.3, with only the following changes:

  * Addition of #includeiterator  in several files (part of trunk r10764).
  * Replace osgIntrospection Value header nullptr function (trunk r10917).
  * Fix for OpenThreads INSTALL target (trunk r11354).
  * Version# bump to 2.8.4.

Please note the name change! In our recent discussions of a 2.8 branch
refresh, we had referred to this release as 2.8.3.1. However, OSG's
version numbers have only three digits, so I've named it 2.8.4. (If we
decide to pursue an additional bug fix release, let's call it 2.8.5.)

I would appreciate any and all testing, thanks in advance!

--
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   http://www.skew-matrix.com/
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Re: [osg-users] 2.8.4 RC1 tagged

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 2:27 PM, Paul Martz wrote:
 I'm just the svn commit monkey. Thanks should go to Chris. :-)

  I do even less. All I've had to do so far is TALK.

-Paul

-- 
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[osg-users] Alpha blending not working on IOS

2011-03-28 Thread Thomas Hogarth
Hi All

This may be a slightly dumb question but I can't seem to get alpha blending
to work on IOS. I've just finished porting my windows code (which works
fine) over to IOS but now my Hud Objects alpha doesn't seem to work.

The code I use to enable alpha blending on my hud objects is

osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::
BlendEquation::FUNC_ADD);

 m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute::
OVERRIDE|osg::StateAttribute::ON);

 //tell to sort the mesh before displaying it

 m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

 m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute
::OVERRIDE);
 m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg::
StateAttribute::OVERRIDE);// just added this now as a test but still no luck

I then set the alpha via a material which is already applied to the stateset
with

   m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha);



But no matter what I set m_alpha to I can always see the hud objects (even
if i set it to zero). I checked the format of my eaglLayer and it is
kEAGLColorFormatRGBA8
as it should be.


Has anyone used alpha blending on IOS successfully? I could have sworn I
have in the past but I've been at this for about two hours now with no luck.


Thanks for any help

Tom
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[osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Paul Martz

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Eduardo Poyart
But I can't add an osg::Object to an osg::Group... I want my data to be
saved with the scene, so I made it derive from osg::Node and added it to my
root group. Unless there is another way?

Eduardo

On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Eduardo,

 On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote:
  I did it with the serializers. The document on the Wiki helped a lot. I
  would be lost without it.
  The only funny thing is that I had to make my class derive from Node and
 add
  it to the scene graph, even though it's not graphics related at all!

 I don't know the specifics of your case, but serializers work for any
 object subclassed from osg::Object
 so there isn't any need to subclass from osg::Node.  So if you had
 some custom user data you could
 subclass from osg::Object and then provide the serializers for this
 subclass and in theory the serilizers
 should then output your object.

 Robert.
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 3:50 PM, Paul Martz wrote:
 I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.

-- 
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. - 
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Chris 'Xenon' Hanson
On 3/28/2011 4:38 PM, Chris 'Xenon' Hanson wrote:
 On 3/28/2011 3:50 PM, Paul Martz wrote:
 I've tagged an RC2, which includes Robert's build fixes for the ffmpeg 
 plugin:
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
   Please, everyone who cares about this, grab and build this so we can have 
 confidence
 it's done properly and solid and can call it complete.

  Followup: Since Robert put in the ffmepg changes, and we don't build with 
ffmpeg on
Windows (or OSX) we really need somebody in the next couple of days who can 
test the
ffmpeg changes on these platforms to ensure there isn't some breakage.

-- 
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http://www.alphapixel.com/
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Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Jason Daly

On 3/28/2011 6:38 PM, Chris 'Xenon' Hanson wrote:

   Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.
   


Builds fine on RHEL 6, including the dae and ffmpeg plugins.

--J

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Re: [osg-users] Serializer bug: not writing double-precision to osgt

2011-03-28 Thread Wang Rui
Hi Eduardo and Robert,

2011/3/29 Eduardo Poyart poy...@gmail.com:
 It could be because, by default, ostream's  operator uses float precision,
 even if you're outputting a double.


If so, we could just make some changes to the AsciiOperator.h in
src/osgPlugins/osg directory. It manages the output of float and
double values.

Cheers,

Wang Rui
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Re: [osg-users] [build] Advice on Stable Version and Developer Version Setup

2011-03-28 Thread Wang Rui
Hi Scott,

I'd suggest set a different installation prefix using the
CMAKE_INSTALL_PREFIX macro when you are trying to compile another OSG
version. Then you could make a script to change the OSG_DIR variable
on the fly so that other projects depended on OSG could find the right
include and linking directory. You have to also specify the correct
location of the dynamic link libraries while running these
applications.

PS: Thanks for the support of my book. :-)

Cheers,

Wang Rui


2011/3/29 Scott Wasinger swasin...@comcast.net:
 Hi,

 Right now I have the latest stable version installed 2.8.3 on my Linux 
 Machine (Yum installed).  I want to start using the developer version 2.9.11 
 so I can become familiar with it for when Open Scene Graph 3.0 is released.

 Plug:   I have been reading the Open Scene Graph 3.0 Beginner's Guide by Rui 
 Wang  Xuelei Qian and  want to state that it is a very excellent book.

 Can I have both version of the libraries installed and when I building my 
 application (via cmake) select which library I want and how to link to it 
 correctly.

 Thank you!

 Cheers,
 Scott

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[osg-users] Node Nomals effecting color in line Primitives

2011-03-28 Thread David Glenn
Greeting All! It's been a spell!

The staff here has run into an interesting problem! It seems that if you draw a 
long line with many vector points in, that the only way that I can properly 
control the color is to define the node array as a double, then use a number 
other than zero. It can be 0.0001 or -0.0001 but not 0. I know that my feeble 
mind can’t figure it out  :|  and you all, full of wisdom, would Know why  - 
Right?   ;) 
... 

Thank you!

D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-28 Thread Sanat Talmaki
Hi Robert,

Thanks for your suggestion. I tried saving the files out as .ive and they look 
perfect when viewed with osgviewer. 

I was just curious to know, what might be the reason for this behavior ?

Thanks again

Sincerely,
Sanat.

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[osg-users] GL_POLYGON could not using osgFX::Bumpmapping?

2011-03-28 Thread litingbaotou
 
Hi, all.
I tried to use osgFX::Bumpmapping on a rectangle plane. I use followed fuction 
to crteate a bump map then set it as an osgViewer::Viewer's scene data. It 
works well while using GL_QUADS to create the plane.
However, I found if I use GL_POLYGON to replace GL_QUADS, the bump mapping will 
fail and display just a black plane. I've no idea why this happen. Why POLYGON 
fails? Any suggestion will be appricate. Thanks.
Here is my code:
osgFX::BumpMapping* create_bumpmapping()
{
/// create a plane.
osg::Geometry* geom = new osg::Geometry();
/// set vertex.
osg::Vec3Array* ver = new osg::Vec3Array();
float off = 100.0f;
ver-push_back(osg::Vec3(-off, -off, off));
ver-push_back(osg::Vec3(off, -off, off));
ver-push_back(osg::Vec3(off, off, off));
ver-push_back(osg::Vec3(-off, off, off));
geom-setVertexArray(ver);
/// [here is the problem] if replace QUADS to POLYGON, the bumpmapping will 
fail and display just a black plane.
geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS/*POLYGON*/, 
0, ver-size()));
/// set normal. [note]normal size must be same as vertex size, othrewise it 
will crash.
osg::Vec3Array* norms = new osg::Vec3Array(4);
(*norms)[0].set(0.0f,0.0f,1.0f);
(*norms)[1].set(0.0f,0.0f,1.0f);
(*norms)[2].set(0.0f,0.0f,1.0f);
(*norms)[3].set(0.0f,0.0f,1.0f);
geom-setNormalArray(norms);
geom-setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
/// set texture coord. [note] must use two texture unit.
osg::Vec2Array* tcoords = new osg::Vec2Array(4);
(*tcoords)[0].set(0.0f,0.0f);
(*tcoords)[1].set(0.0f,3.0f);
(*tcoords)[2].set(3.0f,3.0f);
(*tcoords)[3].set(3.0f,0.0f); 
geom-setTexCoordArray(0, tcoords);
geom-setTexCoordArray(1, tcoords);
/// add the plane to a osgFX::BumpMapping.
osg::Geode *geo = new osg::Geode();
geo-addDrawable(geom);
osgFX::BumpMapping* bm = new osgFX::BumpMapping();
bm-addChild(geo);
/// set the bumpmapping.
bm-setLightNumber(1);
bm-setDiffuseTextureUnit(0);
bm-setNormalMapTextureUnit(1);
std::string dif_fn = F://Test//bump_mapping//Fieldstone.png;
osg::ref_ptrosg::Texture2D diffuseTex = new osg::Texture2D;
diffuseTex-setImage(osgDB::readImageFile(dif_fn));
diffuseTex-setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
diffuseTex-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
diffuseTex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
diffuseTex-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
diffuseTex-setMaxAnisotropy(8);
bm-setOverrideDiffuseTexture(diffuseTex);
std::string nor_fn = F://Test//bump_mapping//FieldstoneBumpDOT.png;
osg::ref_ptrosg::Texture2D normalTex = new osg::Texture2D;
normalTex-setImage(osgDB::readImageFile(nor_fn));
normalTex-setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
normalTex-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
normalTex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
normalTex-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
normalTex-setMaxAnisotropy(8);
bm-setOverrideNormalMapTexture(normalTex);
/// prepare the bumpmapping.
bm-prepareChildren();
return bm;
}
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Wang Rui
Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hanson xe...@alphapixel.com:
 On 3/28/2011 3:50 PM, Paul Martz wrote:
 I've tagged an RC2, which includes Robert's build fixes for the ffmpeg 
 plugin:
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
 confidence
 it's done properly and solid and can call it complete.

 --
 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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