Re: [osg-users] Animation Morphing

2011-05-02 Thread george papagiannakis
Hi Anastasia,

Note that osgAnimation::RigGeometry is different from osg::Geometry class. 
Better do the morph with the Geometry classes and the new morphed one used it 
as input for a RigGeometry class...

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Re: [osg-users] Error in the new version OSG

2011-05-02 Thread Robert Osfield
Hi Maxim,

I haven't seen any threading issues with svn/trunk, testing with
Kubuntu 10.10 64bit, and there aren't any recent changes that are
likely to affect threading behaviour under Linux.  I would suspect a
build issue, runtime linkage issue.  Could you try a clean build and
double check that you don't have older plugins being loaded due to
hardwired paths to plugins.

glxinfo on my machine returns:
OpenGL renderer string: GeForce GTX 260/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 260.19.06

Which isn't quite a recent as your driver, so I guess that might be
another variable.

Beyond this I can't really add too much other than to suggest a debug
build and looking at the track trace at crash.

Robert.

On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote:
 Hi all,

 I tried to use OSG 2.9.13 and found a strange problem

 If you do not use the string
    export OSG_THREADING=SingleThreaded
 then osgviewer crash with probability 50..70%

 I think it's all about the default mode is different from SingleThreaded

 My system:

 Ubuntu 10.04 amd64
 Nvidia 260.19.26
 OSG 2.9.13

 What do you think about this problem

 --
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Re: [osg-users] Flush event stack

2011-05-02 Thread Lalit Manchwari
Thanks for reply, 

I have some another question.

Using osgUtil::PolytopeIntersector we get the x, y, and z coordinates at 
current mouse position. Can I do opposite of it, means if I have x, y and z 
coordinate then, can I calculate the screen coordinate. Actually I have to find 
points around a given coordinate.
Or is there another method to find the nearest points around a given point 
(range is also given)
 

Thank you!

Cheers,
Lalit

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Re: [osg-users] Error in the new version OSG

2011-05-02 Thread Maxim Gammer
thanks for advice ... I will try to double-check

glxinfo on my machine returns:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 260.19.26
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler


P.S.

Robert, I'm sorry that I write a letter to you personally.
how to get username / password for edit OpenSceneGraph wiki pages -
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?
I already wrote an email to joseluis.hidalgo . But without result
Many times I wrote this letter to osg-users@lists.openscenegraph.org,
but no one answers.





2011/5/2 Robert Osfield robert.osfi...@gmail.com:
 Hi Maxim,

 I haven't seen any threading issues with svn/trunk, testing with
 Kubuntu 10.10 64bit, and there aren't any recent changes that are
 likely to affect threading behaviour under Linux.  I would suspect a
 build issue, runtime linkage issue.  Could you try a clean build and
 double check that you don't have older plugins being loaded due to
 hardwired paths to plugins.

 glxinfo on my machine returns:
 OpenGL renderer string: GeForce GTX 260/PCI/SSE2
 OpenGL version string: 3.3.0 NVIDIA 260.19.06

 Which isn't quite a recent as your driver, so I guess that might be
 another variable.

 Beyond this I can't really add too much other than to suggest a debug
 build and looking at the track trace at crash.

 Robert.

 On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote:
 Hi all,

 I tried to use OSG 2.9.13 and found a strange problem

 If you do not use the string
    export OSG_THREADING=SingleThreaded
 then osgviewer crash with probability 50..70%

 I think it's all about the default mode is different from SingleThreaded

 My system:

 Ubuntu 10.04 amd64
 Nvidia 260.19.26
 OSG 2.9.13

 What do you think about this problem

 --
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[osg-users] stats issue with svn

2011-05-02 Thread Martin Naylor
Hi all,
Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN,  when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and it drops to a mere 0.10.
Anyone else?

Thanks
Martin Naylor

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Re: [osg-users] Error in the new version OSG

2011-05-02 Thread Maxim Gammer
Hi Robert,

I checked, the result has not changed ...

osgviewer ./osgcool.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
test failed, requires valid graphics context.
Ошибка сегментирования (Segmentation error)

and osgviewer crash with probability 50..70%

If i use the string   export OSG_THREADING=SingleThreaded   .. all ok.

Cheers,


2011/5/2 Maxim Gammer maxgam...@gmail.com:
 thanks for advice ... I will try to double-check

 glxinfo on my machine returns:
 OpenGL vendor string: NVIDIA Corporation
 OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
 OpenGL version string: 3.3.0 NVIDIA 260.19.26
 OpenGL shading language version string: 3.30 NVIDIA via Cg compiler


 P.S.

 Robert, I'm sorry that I write a letter to you personally.
 how to get username / password for edit OpenSceneGraph wiki pages -
 http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?
 I already wrote an email to joseluis.hidalgo . But without result
 Many times I wrote this letter to osg-users@lists.openscenegraph.org,
 but no one answers.





 2011/5/2 Robert Osfield robert.osfi...@gmail.com:
 Hi Maxim,

 I haven't seen any threading issues with svn/trunk, testing with
 Kubuntu 10.10 64bit, and there aren't any recent changes that are
 likely to affect threading behaviour under Linux.  I would suspect a
 build issue, runtime linkage issue.  Could you try a clean build and
 double check that you don't have older plugins being loaded due to
 hardwired paths to plugins.

 glxinfo on my machine returns:
 OpenGL renderer string: GeForce GTX 260/PCI/SSE2
 OpenGL version string: 3.3.0 NVIDIA 260.19.06

 Which isn't quite a recent as your driver, so I guess that might be
 another variable.

 Beyond this I can't really add too much other than to suggest a debug
 build and looking at the track trace at crash.

 Robert.

 On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote:
 Hi all,

 I tried to use OSG 2.9.13 and found a strange problem

 If you do not use the string
    export OSG_THREADING=SingleThreaded
 then osgviewer crash with probability 50..70%

 I think it's all about the default mode is different from SingleThreaded

 My system:

 Ubuntu 10.04 amd64
 Nvidia 260.19.26
 OSG 2.9.13

 What do you think about this problem

 --
 Maxim Gammer
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 --
 Maxim Gammer




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Re: [osg-users] Fine-grained render ordering

2011-05-02 Thread Craig S. Bosma
Will the same technique work with a third camera C?

Sent from my iPhone

On Apr 28, 2011, at 11:06 AM, Sergey Polischuk pol...@yandex.ru wrote:

 Hi, Craig
 In your example, put camera A as child of B with render order on camera A set 
 to prerender.
  
 Cheers, Sergey.
  
  
 27.04.2011, 18:38, Craig S. Bosma craig.bo...@gmail.com:
 Robert,
 
 Thanks for pointing out the TraversalOrderBin, I wasn't aware of that. 
 However, I'm still a little unclear on how that might help for my use. 
 Suppose I have a scene with with a root Group node and two child Camera 
 Nodes, A and B. Suppose both render to a texture via FBO, and that B needs 
 A's texture output. If I put the root node in the TraversalOrderBin, would 
 that guarantee that camera A is rendered completely before camera B? What if 
 A instead were a child of B?
 
 Thanks,
 Craig
  
 On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote:
 
 Hi Craig,
 
 The best way to manage render bin is vis State::setRenderBinDetails(),
 and in the 2.9.x dev series you can now select a render bin that sorts
 on traversal order of a subgrpah which makes some techniques easier -
 use the RenderBin string TraversalOrderBin to select this bin.
 
 If you want to create and chain RenderStages then using an osg::Camera
 in the scene graph is often one of the best ways to do this, and use
 the Camera::setRenderOrder(..) to control the order. You can also use
 a custom cull traversal callback to create RenderStage/RenderBin and
 assign these to the rendering backend, but this does require a greater
 knowledge of the internals of the rendering backend.
 
 Robert.
 
 On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma craig.bo...@gmail.com wrote:
 Hi,
 I'm working on a shader-driven graphics pipeline for an OSG-based app, and I
 want to better understand how I can better control the rendering order. I
 want to render my initial scene to several texture targets, with opaque and
 transparent objects handled separately. Currently I do this using node
 masks, but from this thread
 (http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems like it
 would be better to use renderbin/renderstages. I have several more
 post-processing stages to follow, so I'm convinced that's the way to go for
 me to have full control over the pipeline.
 I've dug into the source for SceneView, RenderBin, RenderStage, etc. but
 it's not obvious to me how to shift objects from one bin to another (aside
 from setRenderBinDetails), or how to add stages that form a dependency
 chain. If anyone has examples or general advice on where to look, I'd be
 glad to hear it.
 Thanks,
 Craig
 
 
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Re: [osg-users] stats issue with svn

2011-05-02 Thread Jean-Sébastien Guay

Hi Martin,


Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN,  when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and it drops to a mere 0.10.
Anyone else?


I've been seeing this for a while now. I don't know what causes it. It's 
also very inconsistent. Sometimes you'll start osgviewer and it's fine 
already, sometimes it will be in this weird state. Sometimes 'm' a few 
times will bring it back to normal, sometimes not. (anyways that's my 
experience)


If you have a lot of experience in debugging threading issues, you might 
be able to have a look, as it's probably caused by timing between 
threads or something like that.


J-S
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[osg-users] iOS: integration with not-OpenGL apps

2011-05-02 Thread Alessandro Terenzi
Hi,
I'm trying to find a way to integrate OSG into a generic app for iOS, but
I'm facing some problems. Maybe I'm missing something, but as far as I've
understood, it looks like that, in order to use OSG on iOS, I must always
use the UIWindow and the corresponding UIView/UIViewController objects
created by means of GraphicsWindowIOS::WindowData...but in this way I find
difficult to later manage those UIView and UIViewController objects
especially if I need to integrate them in a dynamic view hierarchy.

What I'd like to do is to create a UIView-derived class that encapsulates
everything required to use OSG to draw in just that view, then I'd like to
manage that view by my own UIViewController (not related to OSG).

Is there a way to do this with what is already available in OSG (2.9.13)? If
not, can anyone suggest what (beyond creating a context and all OpenGLES
related stuff) the UIView-derived class should do from the OSG point of
view?

Thanks.
Alessandro
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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-02 Thread mike . weiblen
Heh sorry I'm interested, just got back to DFW and hail. Don't have any 
particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and 
vrpn on this foundation. 
--mew



Sent from my BlackBerry® smartphone, powered by CREDO Mobile.

-Original Message-
From: Paul Martz pma...@skew-matrix.com
Sender: osg-users-bounces@lists.openscenegraph.orgDate: Sun, 01 May 2011 
18:57:27 
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG 2.8.5 stable release discussion

Hi Chris -- I'd like to add r11952 to the 2.8.5 feature list. This was Michael 
Plating's performance enhancement for large numbers of uniforms, which 
effectively eliminates the std::mapstd::string lookup.

There hasn't been any posts on this thread for 10 days, so it looks like you 
and 
I are the only people interested in contributing to a 2.8.5 release. Is this 
correct? If so, I suggest we freeze the feature list at this point. (Any new 
feature requests would need to be trivial to add to the branch.)
-Paul


On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:
I'd like to open the discussion about a possible 2.8.5 release.


I'll preface this by saying, don't request improvements unless you're 
 willing to chip in
 to get them done, or help someone else get them done. ;)


These are some of the improvements that have been proposed by a small 
 group of my
 associates:


 * NOTIFY_WARN (  etc) macros to ease backporting (added to trunk pre-2.8.3).
 * 3DS writer fixes (4/8/10 and others).
 * FLT writer fixes for multitexture (11/19/10).
 * Really most any of the plugins could be updated.
 * Support for Texture2DMultisample (4/9/10).
 * Bump version / SO numbers.


Nothing is set in stone here, and we're not yet sure anyone is willing to 
 take on any of
 these tasks.


Discuss?



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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-02 Thread Paul Martz
Yep, and we had already discussed this offline. The 3ds writer fixes are on the 
feature list. Thanks.

   -Paul


On 5/2/2011 11:59 AM, mike.weib...@gmail.com wrote:

Heh sorry I'm interested, just got back to DFW and hail. Don't have any 
particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and 
vrpn on this foundation.
--mew



Sent from my BlackBerry® smartphone, powered by CREDO Mobile.

-Original Message-
From: Paul Martzpma...@skew-matrix.com
Sender: osg-users-bounces@lists.openscenegraph.orgDate: Sun, 01 May 2011 
18:57:27
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Reply-To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG 2.8.5 stable release discussion

Hi Chris -- I'd like to add r11952 to the 2.8.5 feature list. This was Michael
Plating's performance enhancement for large numbers of uniforms, which
effectively eliminates the std::mapstd::string  lookup.

There hasn't been any posts on this thread for 10 days, so it looks like you and
I are the only people interested in contributing to a 2.8.5 release. Is this
correct? If so, I suggest we freeze the feature list at this point. (Any new
feature requests would need to be trivial to add to the branch.)
 -Paul


On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:

I'd like to open the discussion about a possible 2.8.5 release.


I'll preface this by saying, don't request improvements unless you're 
willing to chip in
to get them done, or help someone else get them done. ;)


These are some of the improvements that have been proposed by a small group 
of my
associates:


* NOTIFY_WARN (   etc) macros to ease backporting (added to trunk pre-2.8.3).
* 3DS writer fixes (4/8/10 and others).
* FLT writer fixes for multitexture (11/19/10).
* Really most any of the plugins could be updated.
* Support for Texture2DMultisample (4/9/10).
* Bump version / SO numbers.


Nothing is set in stone here, and we're not yet sure anyone is willing to 
take on any of
these tasks.


Discuss?







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[osg-users] [forum] please ignore

2011-05-02 Thread Art Tevs
This is a test mail (due to forum's server move), please ignore.

Cheers,
Art

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[osg-users] Cannot get texture map from loaded .flt file

2011-05-02 Thread ChiaYuan
Hi,

I have tried to get the texture map from the loaded .flt file but it returned 
null.

I have looked up the thread here

Code:
osg::Group* Ground = dynamic_castosg::Group* 

(osgDB::readNodeFile(C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt));

I use a node visitor to find all geodes in the scenegraph Ground and the 
apply function looks like this:

for (unsigned int i=0; icurrentGeode.getNumDrawables(); ++i)
{
osg::StateSet* StateSet = 
(currentGeode.getDrawable(i))-getStateSet();
osg::Texture* Texture = dynamic_castosg::Texture* 
(StateSet-getTextureAttribute(0, osg::StateAttribute::TEXTURE));

--- modify the texture ---
}
l



It said use the option 
 preserveFace
 can get the texture. But I still cannot get any info from the model.

Is there any one can get texture from .flt without any problem?

I have also attached the flt file and let others try to get the texture.
Thanks

Cheers,
ChiaYuan

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[osg-users] [forum] Forum server move

2011-05-02 Thread Art Tevs
Hi folks,

I had to switch the forum to another server. The new server is already 
configured and running well. I've made some tests and it seems that everything 
works fine as before.

There should be no messages lost until the server migration is complete. 
However I would like to ask you for excuse if you encounter some problems 
during the next week.

Please let me know if you encounter any troubles with the forum.

Cheers,
Art

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Re: [osg-users] Cannot get texture map from loaded .flt file

2011-05-02 Thread Paul Martz

I'd suggest looking in the StateSets of Nodes, not just Drawables.
   -Paul


On 4/27/2011 10:43 PM, ChiaYuan wrote:

Hi,

I have tried to get the texture map from the loaded .flt file but it returned 
null.

I have looked up the thread here

Code:
osg::Group* Ground = dynamic_castosg::Group*

(osgDB::readNodeFile(C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt));

I use a node visitor to find all geodes in the scenegraph Ground and the
apply function looks like this:

 for (unsigned int i=0; icurrentGeode.getNumDrawables(); ++i)
 {
 osg::StateSet* StateSet =
(currentGeode.getDrawable(i))-getStateSet();
 osg::Texture* Texture = dynamic_castosg::Texture*
(StateSet-getTextureAttribute(0, osg::StateAttribute::TEXTURE));

 --- modify the texture ---
 }
l



It said use the option

preserveFace

  can get the texture. But I still cannot get any info from the model.

Is there any one can get texture from .flt without any problem?

I have also attached the flt file and let others try to get the texture.
Thanks

Cheers,
ChiaYuan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38837#38837




Attachments:
http://forum.openscenegraph.org//files/capecodflight_558.zip


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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-02 Thread Paul Martz
Hi Robert and all -- It is very likely that I'll move forward with the 2.8.5 
release as we have been discussing on this thread.


I'd like to reserve SO version number 74 for this release.
   -Paul

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