[osg-users] osg and Qt

2011-04-05 Thread Martin Haffner
Hello,

I want to use openscenegraph to render into a Qt QWidget. Has anyone of you 
ever successfully tried this or know a ressource/tutorial how this can be done?

Thanks!

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Re: [osg-users] osg and Qt

2011-04-05 Thread Mr Alji
Hi Martin,

In OpenSceneGraph sources, there is an *Example osgQtWidgets*. give it a
try

Cheers
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Re: [osg-users] Y up to Z up

2011-04-05 Thread Raymond de Vries

Congrats, Aitor! You must be a happy man! :-)


On 4/5/2011 5:03 PM, Aitor Ardanza wrote:

Ok, I got it!

All my problems were on the orientation of the bones in the model...
Now, the avatar is animated well, though a bit slowly ... I will need a more 
powerful graphics card!
I'll post here a small guide in a few days!

Thanks to all!

Cheers,
Aitor

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Re: [osg-users] Y up to Z up

2011-04-05 Thread Jason Daly


Yeah, I remember that feeling of elation when the coordinate systems 
finally lined up and started behaving   :-)


Nice work!

--J


On 04/05/2011 11:15 AM, Raymond de Vries wrote:

Congrats, Aitor! You must be a happy man! :-)


On 4/5/2011 5:03 PM, Aitor Ardanza wrote:

Ok, I got it!

All my problems were on the orientation of the bones in the model...
Now, the avatar is animated well, though a bit slowly ... I will need a more 
powerful graphics card!
I'll post here a small guide in a few days!

Thanks to all!

Cheers,
Aitor

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[osg-users] ATI driver quality?

2011-04-05 Thread Chris 'Xenon' Hanson
  I'm projecting to get a new development system in the next year or so, which 
means about
6 months of planning before I buy something.

  I've been on Nvidia for the last few years, and have been mostly happy with 
the driver
support, but I'm looking toward ATI/AMD again because NVidia's OpenCL 64-bit FPU
performance is allegedly crippled in their latest consumer hardware, putting it 
in a
severe disadvantage against rival parts from AMD:

http://www.anandtech.com/show/2977/nvidia-s-geforce-gtx-480-and-gtx-470-6-months-late-was-it-worth-the-wait-/6

  My main concern with AMD/ATI is the poor quality of drivers I've experienced 
in past
years. I run Win7/64 right now. Can anyone weigh in on the recent quality of 
these drivers?

-- 
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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[osg-users] [build] XP VS2008 Lost References

2011-04-05 Thread Tom Appollo
I am running OSG 2.8.3 (latest stable build) on XP compiled in VS2008.

My application is using a GraphicsWindowEmbedded object.
Here is the code snippets pertaining to it.

In the .h file:

Code:
osg::ref_ptrosgViewer::GraphicsWindowEmbedded   theGraphicWindow;



In the .cpp constructor:
   theGraphicWindow = new osgViewer::GraphicsWindowEmbedded(0, 0, width(), 
height());
// where width() returns 1020 and height() returns 720
cerrChecking references to each of theGraphicWindow parts:endl

   theGraphicWindow: theGraphicWindow-referenceCount()endl

   EventQueue: theGraphicWindow-getEventQueue()-referenceCount()endl

   GUIAdapter: 
theGraphicWindow-getEventQueue()-getCurrentEventState()-referenceCount() 
 endl;

The cerr output is:

Checking references to each of theGraphicWindow parts:
   theGraphicWindow: 1
   EventQueue: 4502986
   GUIAdapter: 4552084
   

Shortly after the constructor, on another start-up call my application makes a 
call:


Code:
theGraphicWindow-getEventQueue()-windowResize(0, 0, width, height);



And at this point the application crashes. 
I've instrumented OSG to get some output and the actual line at which the crash 
occurs is simply the first assignment statement to one of its
class variables:

_windowX = x;

within GUIEventAdapter::setWindowRectangle(int x, int y, int width, int height, 
bool updateMouseRange).


Tracing the construct down to that level:

GraphicsWindowEmbedded::public GraphicsWindow

GraphicsWindow  
   contains
 osgGA::EventQueue _eventQueue;
 
  In its constructor:
  GraphicsWindow() { _eventQueue = new osgGA::EventQueue; 
_eventQueue-setGraphicsContext(this); }
 
EventQueue
   contains
  GUIEventAdapter _accumulateEventState;

   In its constructor:
  _accumulateEventState = new GUIEventAdapter();

GUIEventAdapter
   contains
  int _windowX;
  along with the other event tracking variables.
  
  
So, judging by my output, it seems as though the GraphicsWindow somehow loses 
its reference to
the EventQueue as a check of the referenceCount() seems to be garbage.

I did check the referenceCount to _accumulateEventState after it is created in 
the EventQueue
constructor and it is set at 1 which indicates it appears to be okay.


I have these same code sets (my application and OSG 2.8.3) built in VS2003 and 
do not have this
issue but other libraries force me to move on to VS2008. The output from the 
VS2003 version is:

Checking references to each of theGraphicWindow parts:
   theGraphicWindow: 1
   EventQueue: 1
   GUIAdapter: 1


Are there any suggestions as to what might be missing or changes that I'd need 
to the OSG build?

Thanks for your time,
Tom

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[osg-users] How to create animated characters with 3dsmax, to use the osgAnimation character animation?

2011-04-05 Thread Raymond de Vries

Hi,

I am making the move from cal3d/osgCal towards the osgAnimation 
character animation. Now I would like to keep using my current models 
and I wonder what the best way is to get my characters into osgAnimation.


Does anyone have advice? Can fbx do the job?

thanks a lot
Raymond

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Re: [osg-users] How to create animated characters with 3dsmax, to use the osgAnimation character animation?

2011-04-05 Thread Chris 'Xenon' Hanson
On 4/5/2011 11:32 AM, Raymond de Vries wrote:
 I am making the move from cal3d/osgCal towards the osgAnimation character 
 animation. Now I
 would like to keep using my current models and I wonder what the best way is 
 to get my
 characters into osgAnimation.
 Does anyone have advice? Can fbx do the job?

  I know people who have done it with FBX from Lightwave into OSG successfully. 
I can't
comment on Max, but I imagine it's similar.

-- 
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] ATI driver quality?

2011-04-05 Thread Jean-Sébastien Guay

Hi Chris,


   I'm projecting to get a new development system in the next year or so, which 
means about
6 months of planning before I buy something.


Wow, you're a very cautious consumer! :-)


   I've been on Nvidia for the last few years, and have been mostly happy with 
the driver
support, but I'm looking toward ATI/AMD again because NVidia's OpenCL 64-bit FPU
performance is allegedly crippled in their latest consumer hardware, putting it 
in a
severe disadvantage against rival parts from AMD:

http://www.anandtech.com/show/2977/nvidia-s-geforce-gtx-480-and-gtx-470-6-months-late-was-it-worth-the-wait-/6


It may be useful to note that the GTX 480 and 470 are not the most 
recent generation of GPUs from nVidia, there are now the 5xx series. So 
the information in the above link may be outdated. Maybe it still 
applies, but it's worth checking out.


The other thing is if it's only slower for that particular feature, I 
wouldn't call that a severe disadvantage. It all depends on what you'll 
be doing with it. I have a GTX 470 at home, and it's very fast (at least 
compared to my GTX 260 at work, it's much faster).



   My main concern with AMD/ATI is the poor quality of drivers I've experienced 
in past
years. I run Win7/64 right now. Can anyone weigh in on the recent quality of 
these drivers?


I haven't directly used ATI cards lately. I have heard they've become 
much better, but still lagging behind nVidia, mostly with respect to 
OpenGL driver stability and performance. Perhaps someone here has used 
recent-generation and comparable cards from both and can better answer - 
that's pretty much the only way you'll be able to get that information.


Hope this helps,

J-S
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[osg-users] Bug in OverlayNode.cpp

2011-04-05 Thread Chris Long
Hi,

I have found a bug at OverlayNode.cpp:335:


Code:
for(unsigned int i=0; i  baseVertices.size()-1; ++i)




The problem is when baseVertices is empty, baseVertices.size() is 0 and (here's 
the surprising part) the compiler treats baseVertices.size()-1 as an unsigned 
int, which turns it into some huge positive number (18446744073709551615 on 
Linux on amd64). So the loop actually executes and seg faults.

I have this case occurring in my application, I think because of an OverlayNode 
that has a valid overlay subgraph node with no children of its own.

I'm sure there are other ways to fix this, but I would suggest fixing it by 
changing the above line to:


Code:
  for(unsigned int i=0; i+1  baseVertices.size(); ++i)




Thank you!

Cheers,
Chris

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Re: [osg-users] 2.8.4 RC2 tagged

2011-04-05 Thread Chris 'Xenon' Hanson

  Ok, I've tested osgmovie and the ffmpeg plugin on Windows and it works as 
well as it did
on 2.8.3. Let's consider that good enough.

  Now we just need to get the CMake DLL so version number CMake stuff sorted 
out.

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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] problem with PolytopeIntersector and double

2011-04-05 Thread suneel suresh
ok thanks for that info, its not implemented with double so that's the reason 
why it doesn't work.

the reason why i used double is that the point data is get closely spaced after 
the decimal, so when i treat it as float the points are spaced close to each 
other and loose the detail. i guess i may have to multiply the points by some 
large number and keep it as float.

thanks for the info peter!

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[osg-users] switching between camera manipulators

2011-04-05 Thread Joel Graff
Hi,

I'm building a little 3D testing environment for shaders and OSG is doing 
fabulously well in accomplishing this task.  However, I've run into a little 
problem that may require more advanced grasp of OSG theory than I currently 
possess.

The app I'm developing uses the console as the input (cuz I hate MFC and don't 
know QT - yet), and takes commands to create / load 3D objects - i.e. add box 
would add a geode with a Box Drawable attached or import cessna.osg would 
load the cessna.osg model into the scene graph.  All this works well, but there 
is, of course, the issue of managing the camera manipulator when load / saving 
/ importing files.  That is, when I save the current project (as an *.osgt 
file), I want the camera position saved, so it's restored when the file is 
reloaded.  I managed to do that quite nicely by employing the 
viewer-setCameraManipulator() function's resetPosition flag in conjunction 
with the setByMatrix() command.

However, the problem which has presented itself is this:

In order to retain the camera position, I create  a new camera manipulator and 
add it using viewer-setCameraManipulator (cm, false);, then set the matrix 
from a saved .osgt file which I load.  But if I want the manipulator to reset 
when I import the cessna.osg file, so that the entire model is rendered 
properly in the window (especially if the camera view is zoomed in on a unit 
primitive), then I need to have the default manipulator active, not the user 
manipulator (so as to take advantage of OSG's automatic computation of the 
frustum, etc.)

So I was thinking when I import a file, switch to the default manipulator, 
import the .osg model, then switch back to the user manipulator (which simply 
assumes the default manipulator's matrix).  The only reason I do this is 
because I don't think there's a way to disable the automatic reset of the 
manipulator unless it's added to the camera with the resetPosition flag set to 
false.  But that requires being able to retain references to both manipulators, 
whether or not they are active.  However, as I run my console in a separate 
thread, saving references to  camera manipulators in my console class seems to 
not work.

Sooo...  I figured I could use the KeySwitchManipulator class, which would 
likely solve the access problem, but it doesn't support the ability to specify 
a particular manipulator's resetPosition flag when the manipulators are 
switched out.

My only other thought would be to create a callback class that I can attach to 
the viewer's main camera's update traversal, and use that class to retain a 
reference to the camera's default manipulator / create the user manipulator. 
Then I need to reference the update callback object from my console class (in a 
separate thread).  

Finally, in my console class I could have a pointer  called 
cameraUpdateCallback.  Then, whenever a file is imported, I can use the 
reference thus:


Code:
// set to the manipulator which resets itself
cameraUpdateCallback-setManipulator( eDefaultManipulator );
//import file and let the manipulator do the math
root-addChild( osgDB::readNodeFile( cessna.osg ) );

// TODO: wait until the next frame before switching back to the user 
manipulator?

// switch back to the user manipulator which inherits the default
// manipulator's matrix
cameraUpdateCallback-setMainpulator( eUserManipulator );



The custom setManipulator() function would then manage setting the manipulators 
and their matrices.

I suspect this would work, but it seems a bit too complex.  Being relatively 
new to OSG, I assume there's probably something obvious I've overlooked...


Joel

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[osg-users] [vpb] terrain in meters

2011-04-05 Thread Vijeesh Theningaledathil
Hi,

Is it possible to generate the database in meter(cartesian coordinates rather 
than lat lon degrees)?

Thank you!

Cheers,
Vijeesh

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