Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Torben Dannhauer
Hi,

that is strange on my system the auto detection works as expected, I don't have 
to modify file entries..



Cheers,
Torben

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Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Peter Wrobel
Hi Art,

Thx for your answer, that worked, kind of, but have now some new issues.
I am using the Glow example, Blur and Original are out of Sync. Will try to 
figure out, and ask/answer later.


Thank you!

Cheers,
ParticlePeter

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Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Riccardo Corsi
I Peter,

I've experienced the same issue some time ago, but could not find the real
cause.
I've tried several combinations of pre-post render order of cameras, and
renderbin order for processor, but none of them solved the issue.

If you make any progress please post some news... =)
Thanks you!
Ricky




On Tue, Jun 7, 2011 at 09:40, Peter Wrobel particlepe...@gmx.de wrote:

 Hi Art,

 Thx for your answer, that worked, kind of, but have now some new issues.
 I am using the Glow example, Blur and Original are out of Sync. Will try to
 figure out, and ask/answer later.


 Thank you!

 Cheers,
 ParticlePeter

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Re: [osg-users] [osgPlugins] Problems in installing FBX plugin

2011-06-07 Thread Mohamed Alji
Hi,

I installed the FBX SDK , then I mentioned the path to the include and 
libraries. 
 
I build OSG-2.9.6, and Install it, everything worked well.


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[osg-users] too much computation

2011-06-07 Thread hemanth korrapati
Hi

I have modified the createHUD function provided in the 'osgpick' example,
for my application as below. Essentially i have to plot a matrix of values
on the screen with each matrix entry represented by a square and its color
represented by its value.
The size of the matrix is 1615 x 1615. when i run the program, it takes a
long time with a blank screen before giving a segmentation fault message.

Can I get some help on this - the reason for the error and an efficient way
to do this, because I may have to plot 6500 x 6500 sized matrices in the
future. I have also posted the gdb output below.
Thank you

==
modified createHUD function used in my application


osg::Node* createHUD(osgText::Text* updateText, vectorvectordouble  
simmat, double max)
{

// create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which can be picked
individually
// eg to be used as a menuing/help system!
// Can pick texts too!

osg::Camera* hudCamera = new osg::Camera;
hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera-setProjectionMatrixAsOrtho2D(0,3200,0,1600);
hudCamera-setViewMatrix(osg::Matrix::identity());
hudCamera-setRenderOrder(osg::Camera::POST_RENDER);
hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

std::string timesFont(fonts/times.ttf);

// turn lighting off for the text and disable depth test to ensure its
always ontop.
osg::Vec3 position(100.0f,1550.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);

osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);

for(int i=0; isimmat.size(); i++)
{
for(int j=0; jsimmat[i].size(); j++)
{

osg::Geometry *quad=new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4); // 1
quad
osg::Vec4Array* colors = new osg::Vec4Array;
double colorval=simmat[i][j]/max;
colors-push_back(osg::Vec4(colorval,colorval,colorval,
1.0));
quad-setColorArray(colors);

quad-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
   osg::Vec3 newpos=position+osg::Vec3(j,i,0);
(*vertices)[0]=newpos;
(*vertices)[1]=newpos+osg::Vec3(0.0f,-1.0f,0.0f);
(*vertices)[2]=newpos+osg::Vec3(1.0f,-1.0f,0.0f);
(*vertices)[3]=newpos+osg::Vec3(1.0f,0.0f,0.0f);
quad-setVertexArray(vertices);
quad-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode-addDrawable(quad);
   }
}



hudCamera-addChild(geode);
return hudCamera;

}
===


GDB output:


Starting program: /hemanth/Workspace/visualization/a.out
/hemanth/Workspace/loop_closure/log_pavin25610_56_usurf128_delta4_tfidfm/matches
[Thread debugging using libthread_db enabled]
[New Thread 0xb7b48b70 (LWP 3756)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb7b48b70 (LWP 3756)]
0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
(gdb) bt
#0  0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
#1  0x012767d8 in _mesa_NewList () from /usr/lib/dri/swrast_dri.so
#2  0x002c1944 in osg::Drawable::compileGLObjects(osg::RenderInfo) const ()
from /usr/local/lib/libosg.so.65
#3  0x005ac85b in osgUtil::GLObjectsVisitor::apply(osg::Drawable) () from
/usr/local/lib/libosgUtil.so.65
#4  0x005ad461 in osgUtil::GLObjectsVisitor::apply(osg::Geode) () from
/usr/local/lib/libosgUtil.so.65
#5  0x002d7079 in osg::Geode::accept(osg::NodeVisitor) () from
/usr/local/lib/libosg.so.65
#6  0x0030e7d4 in osg::Group::traverse(osg::NodeVisitor) () from
/usr/local/lib/libosg.so.65
#7  0x005ad3db in osgUtil::GLObjectsVisitor::apply(osg::Node) () from
/usr/local/lib/libosgUtil.so.65
#8  0x0034ff18 in osg::NodeVisitor::apply(osg::Group) () from
/usr/local/lib/libosg.so.65
#9  0x0034fff8 in osg::NodeVisitor::apply(osg::Transform) () from
/usr/local/lib/libosg.so.65
#10 0x00350018 in osg::NodeVisitor::apply(osg::Camera) () from
/usr/local/lib/libosg.so.65
#11 0x002932f9 in osg::Camera::accept(osg::NodeVisitor) () from
/usr/local/lib/libosg.so.65
#12 0x0030e7d4 in osg::Group::traverse(osg::NodeVisitor) () from

Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Mohamed Alji
Hi zook,

I am using :

 CMake 2.8.4 - x86

 Windows XP Professionnal - x64  



maybe the 32-bit and 64-bit causes the problem ?


Mohamed ALJI


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[osg-users] [build] xcode4 link error

2011-06-07 Thread Lem Davis
Hi,

I built the OSG libraries using cmake to generate an xcode project. I then used 
Xcode4 to compile the libraries. This all went fine.

I created a new Xcode4 project using the code from the Simple example that had 
been provided as part of the Xcode project in the iphone branch (the app is 
named osgTerrain).

When I include the osgPlugins.h header file, I get several linker error as 
shown below:

Undefined symbols for architecture i386:
  _dotosgwrapper_AlphaFunc, referenced from:
  __static_initialization_and_destruction_0(int, int)in 
osgTerrainAppDelegate.o

The link libraries were set up in Build Phases. All of the OSG static libraries 
generated have been included.

Why am I getting these linker errors?

Thank you!

Cheers,
Lanier

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Re: [osg-users] too much computation

2011-06-07 Thread Sebastian Messerschmidt
From the first look I'd advise to split up the geometries and put them 
into multiple nodes.
Looking at the code I don't know which limit you're hitting here, but 
there are limits in the opengl implementations that might dissallow 
buffers beyond certain sizes.


cheers
Sebastian

Hi

I have modified the createHUD function provided in the 'osgpick' 
example, for my application as below. Essentially i have to plot a 
matrix of values on the screen with each matrix entry represented by a 
square and its color represented by its value.
The size of the matrix is 1615 x 1615. when i run the program, it 
takes a long time with a blank screen before giving a segmentation 
fault message.


Can I get some help on this - the reason for the error and an 
efficient way to do this, because I may have to plot 6500 x 6500 sized 
matrices in the future. I have also posted the gdb output below.

Thank you

==
modified createHUD function used in my application


osg::Node* createHUD(osgText::Text* updateText, vectorvectordouble 
  simmat, double max)

{

// create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which can be 
picked individually

// eg to be used as a menuing/help system!
// Can pick texts too!

osg::Camera* hudCamera = new osg::Camera;
hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera-setProjectionMatrixAsOrtho2D(0,3200,0,1600);
hudCamera-setViewMatrix(osg::Matrix::identity());
hudCamera-setRenderOrder(osg::Camera::POST_RENDER);
hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

std::string timesFont(fonts/times.ttf);

// turn lighting off for the text and disable depth test to ensure 
its always ontop.

osg::Vec3 position(100.0f,1550.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);

osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);

for(int i=0; isimmat.size(); i++)
{
for(int j=0; jsimmat[i].size(); j++)
{

osg::Geometry *quad=new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4); 
// 1 quad

osg::Vec4Array* colors = new osg::Vec4Array;
double colorval=simmat[i][j]/max;

colors-push_back(osg::Vec4(colorval,colorval,colorval, 1.0));

quad-setColorArray(colors);

quad-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);

   osg::Vec3 newpos=position+osg::Vec3(j,i,0);
(*vertices)[0]=newpos;
(*vertices)[1]=newpos+osg::Vec3(0.0f,-1.0f,0.0f);
(*vertices)[2]=newpos+osg::Vec3(1.0f,-1.0f,0.0f);
(*vertices)[3]=newpos+osg::Vec3(1.0f,0.0f,0.0f);
quad-setVertexArray(vertices);
quad-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));

geode-addDrawable(quad);
   }
}



hudCamera-addChild(geode);
return hudCamera;

}
===


GDB output:


Starting program: /hemanth/Workspace/visualization/a.out 
/hemanth/Workspace/loop_closure/log_pavin25610_56_usurf128_delta4_tfidfm/matches

[Thread debugging using libthread_db enabled]
[New Thread 0xb7b48b70 (LWP 3756)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb7b48b70 (LWP 3756)]
0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
(gdb) bt
#0  0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
#1  0x012767d8 in _mesa_NewList () from /usr/lib/dri/swrast_dri.so
#2  0x002c1944 in osg::Drawable::compileGLObjects(osg::RenderInfo) 
const () from /usr/local/lib/libosg.so.65
#3  0x005ac85b in osgUtil::GLObjectsVisitor::apply(osg::Drawable) () 
from /usr/local/lib/libosgUtil.so.65
#4  0x005ad461 in osgUtil::GLObjectsVisitor::apply(osg::Geode) () 
from /usr/local/lib/libosgUtil.so.65
#5  0x002d7079 in osg::Geode::accept(osg::NodeVisitor) () from 
/usr/local/lib/libosg.so.65
#6  0x0030e7d4 in osg::Group::traverse(osg::NodeVisitor) () from 
/usr/local/lib/libosg.so.65
#7  0x005ad3db in osgUtil::GLObjectsVisitor::apply(osg::Node) () from 
/usr/local/lib/libosgUtil.so.65
#8  0x0034ff18 in osg::NodeVisitor::apply(osg::Group) () from 
/usr/local/lib/libosg.so.65
#9  0x0034fff8 in 

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Art Tevs
Hi,

I suppose they are not out of sync, but one is just one frame later than the 
other. In order to checkout the pipeline, you can run osgPPU in debug mode, I 
don't remember exactly (take a look into readme) you need to setup an 
environment variable. Then when unit pipeline is processed it will output to 
the console the units in the order they are rendered. This might help to debug 
the issue.

Cheers,
Art

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Re: [osg-users] too much computation

2011-06-07 Thread J.P. Delport

Hi,

another option instead of drawing geometry would be to put your data 
into a texture (image) and then just visualise that. Using nearest 
sampling would give you little squares too.


jp

On 07/06/11 12:38, Sebastian Messerschmidt wrote:

 From the first look I'd advise to split up the geometries and put them
into multiple nodes.
Looking at the code I don't know which limit you're hitting here, but
there are limits in the opengl implementations that might dissallow
buffers beyond certain sizes.

cheers
Sebastian

Hi

I have modified the createHUD function provided in the 'osgpick'
example, for my application as below. Essentially i have to plot a
matrix of values on the screen with each matrix entry represented by a
square and its color represented by its value.
The size of the matrix is 1615 x 1615. when i run the program, it
takes a long time with a blank screen before giving a segmentation
fault message.

Can I get some help on this - the reason for the error and an
efficient way to do this, because I may have to plot 6500 x 6500 sized
matrices in the future. I have also posted the gdb output below.
Thank you

==
modified createHUD function used in my application


osg::Node* createHUD(osgText::Text* updateText, vectorvectordouble
  simmat, double max)
{

// create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which can be
picked individually
// eg to be used as a menuing/help system!
// Can pick texts too!

osg::Camera* hudCamera = new osg::Camera;
hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera-setProjectionMatrixAsOrtho2D(0,3200,0,1600);
hudCamera-setViewMatrix(osg::Matrix::identity());
hudCamera-setRenderOrder(osg::Camera::POST_RENDER);
hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

std::string timesFont(fonts/times.ttf);

// turn lighting off for the text and disable depth test to ensure
its always ontop.
osg::Vec3 position(100.0f,1550.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);

osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);

for(int i=0; isimmat.size(); i++)
{
for(int j=0; jsimmat[i].size(); j++)
{

osg::Geometry *quad=new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
// 1 quad
osg::Vec4Array* colors = new osg::Vec4Array;
double colorval=simmat[i][j]/max;

colors-push_back(osg::Vec4(colorval,colorval,colorval, 1.0));
quad-setColorArray(colors);

quad-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
   osg::Vec3 newpos=position+osg::Vec3(j,i,0);
(*vertices)[0]=newpos;
(*vertices)[1]=newpos+osg::Vec3(0.0f,-1.0f,0.0f);
(*vertices)[2]=newpos+osg::Vec3(1.0f,-1.0f,0.0f);
(*vertices)[3]=newpos+osg::Vec3(1.0f,0.0f,0.0f);
quad-setVertexArray(vertices);
quad-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode-addDrawable(quad);
   }
}



hudCamera-addChild(geode);
return hudCamera;

}
===


GDB output:


Starting program: /hemanth/Workspace/visualization/a.out
/hemanth/Workspace/loop_closure/log_pavin25610_56_usurf128_delta4_tfidfm/matches
[Thread debugging using libthread_db enabled]
[New Thread 0xb7b48b70 (LWP 3756)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb7b48b70 (LWP 3756)]
0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
(gdb) bt
#0  0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
#1  0x012767d8 in _mesa_NewList () from /usr/lib/dri/swrast_dri.so
#2  0x002c1944 in osg::Drawable::compileGLObjects(osg::RenderInfo)
const () from /usr/local/lib/libosg.so.65
#3  0x005ac85b in osgUtil::GLObjectsVisitor::apply(osg::Drawable) ()
from /usr/local/lib/libosgUtil.so.65
#4  0x005ad461 in osgUtil::GLObjectsVisitor::apply(osg::Geode) ()
from /usr/local/lib/libosgUtil.so.65
#5  0x002d7079 in osg::Geode::accept(osg::NodeVisitor) () from
/usr/local/lib/libosg.so.65
#6  0x0030e7d4 in osg::Group::traverse(osg::NodeVisitor) () from
/usr/local/lib/libosg.so.65
#7  0x005ad3db in 

Re: [osg-users] [build] xcode4 link error

2011-06-07 Thread Stephan Maximilian Huber
Hi,

Am 07.06.11 08:40, schrieb Lem Davis:
 Undefined symbols for architecture i386:
   _dotosgwrapper_AlphaFunc, referenced from:
   __static_initialization_and_destruction_0(int, int)in 
 osgTerrainAppDelegate.o
 
 The link libraries were set up in Build Phases. All of the OSG static 
 libraries generated have been included.
 
 Why am I getting these linker errors?

Your code (namely osgPlugins.h) wants to link against the osg-plugin,
remove the entry in osgPlugins.h or add the osgdb_osg.so and
osgdb_deprecated_osg.so to your linking stage.

cheers,
Stephan
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Re: [osg-users] General render debugging question

2011-06-07 Thread Jean-Sébastien Guay

Hi Brad,


I’m currently trying to track down a render-time application crash. What
I’m wondering is how to trace from a crash in the rendergraph to the
associated node(s) in the scene graph. Is there any straight forward way?


Once you've captured a crash in the debugger, you'll generally be right 
at the point of the crash in the stack trace, so you can inspect any 
local variables or the this pointer's members for clues. Generally you 
might have access to a state or stateset pointer, and in that case you 
can go up to its _parent, which might be a drawable or a node, check to 
see if it has a name, if not go to _parent again until you find one that 
has a name.


Also check if all state attributes in the state or stateset are valid 
(good pointers and not deleted), etc. If your app is crashing somewhere 
deep in the draw traversal that might be one thing that could happen.


Finally you can generally check the stack trace of other threads 
running, one thing that might happen to make your app crash is if one 
thread is in the process of modifying or deleting some object that the 
draw traversal is currently using.


All this info is easily available in the Visual Studio debugger, I 
personally think it's a very good debugger.


Hope this helps,

J-S
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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Jean-Sébastien Guay

Hi Mohamed,


I am using :

* CMake 2.8.4 - x86
* Windows XP Professionnal - x64

maybe the 32-bit and 64-bit causes the problem ?


CMake is only a tool to generate project files, its bitness doesn't matter.

Also, your OS is 64 bit so it can run both 32 bit and 64 bit 
executables. So this is not an issue either.


The important part is, are you generating for Visual Studio 32 or 64 
bit, and do you have the 32 or 64 bit 3rdparty dependencies. These two 
must match.


Hope this helps,

J-S
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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Mohamed Alji
Hi Jean, thank you for your answer it really helps but, I forgot about building 
OSG on 64-bit ( maybe later ), now on 32-bit :


 Cmake mention 
Visual Studio 9 2008 Win64 as Generator.
 the dependecies I'm using are 
3rdParty_win32binaries_vs90sp1.


what do you think ?


Mohamed ALJI


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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Jean-Sébastien Guay

Hi Mohamed,


Hi Jean, thank you for your answer it really helps but, I forgot about
building OSG on 64-bit ( maybe later ), now on 32-bit :

* Cmake mention Visual Studio 9 2008 Win64 as Generator.
* the dependecies I'm using are 3rdParty_win32binaries_vs90sp1.

what do you think ?


Well obviously there's a mismatch... If you want to build for 32 bit, 
you need to generate for Visual Studio 32 bit (you're using 64 bit, so 
that's wrong), and use the 32 bit 3rdparty dependencies (you're using 32 
bit, so that's ok).


I suggest you delete your build directory and start over, selecting 
Visual Studio 32 bit as generator.


Hope this helps,

J-S
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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-07 Thread Mohamed Alji
and that exactly what I'm doing ... it detects everything correctly ( assuming 
that the environments variables are set ) 

thank you Jean
Have a nice day :)


Mohamed ALJI


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Re: [osg-users] Meta-data in core OSG - project started

2011-06-07 Thread Robert Osfield
Hi All,

After my first cut of the new osg::Object::UserData functionality I've
been pondering on how best to provide the ability to customize the
data storage container, if at all.  Simplicity and performance are the
key reasons for not providing the ability to customize the data
storage container as it enevitablly requires use of virtual functions
for data access, extra classes and public methods for these.

I personally don't see performance when using user data as being that
critical - it will only be an occassional node that will have user
data and the data won't typically be accessed in such an intense
manner as data strucutres like drawables and statesets.  Given this
assumption the issue of using virtual functions for data access won't
be a critical issue.

This left the issue of code simplicity.  The orignal code I checked in
was pretty well the simplicist I could come up with whilst still
providing the basic user object functionality.  Adding the ability to
subclasses forces extra complexity into the implementation and
interface as we have to make the interface for setting and getting the
UserDataContainer public, as well as the provide the class interface
to the user data access methods.  If we are to add the subclassing
feature than we can't avoid this extra complexity completly, the best
we can do is minimize this complexity creep.  This morning I set about
seeing if I could do this.

One of the constraints I set myself was the ability to add
serialization support for the new user data functionality, I've
already provided this for the ValueObject types, and to add this for a
customizable UserDataContainer we then have to subclass this container
from osg::Object.  The conudrum with this is that the convinince
methods for accessing the UserData, the UserObject list and the
Descriptions list are all in osg::Object and my original
implememtation just defered this to the UserDataContainer, but if
UserDataContainer subclasses from osg::Object it will inherit all
these access methods so there is potential for confusion and
duplication.

I couldn't find a way around this - we either move out the access
methods out of osg::Object into a UserDataContainer class and have
users do a object-getUserDataContainer()-get...(), or provide an new
class ObjectWithUserDataContainerInterface that subclasses from
osg::Object and provides the data access methods with StateSet,Node,
Drawable etc. inheriting from this
ObjectWithUserDataContainerInterface to get the functionality.  I did
originally try that later approach but inserting an extra node in the
class inheritance of these core OSG classes just ended up being an
unweildly mess and provided a knock on effect on all the serializers.
Yuck.

Another approach I original toyed with before I simplified things was
to make all the key user data access methods in osg::Object virtual
and have them defer to an agregated UserDataContainer for their
implementation.  The UserDataContainer being subclased
from osg::Object would then override this default implementations of
the access methods and rather than deferring to it's onw
internal _userDataContainer for it's implementation would provide the
data structures itself.   This approach I felt was a bit awkward, so
for my first pass implementation ended up going for non virtual
methods and a simply UserDataContainer struct to store the required
data.

Having reviewed all the options again I came back to the virtual
functions in osg::Object in the above a paragraph as being the most
pratical way to provide the customizable UserDataContainer
functionality.  I have now gone ahead and implemented it to test out
how much complexity creeps in and how easy it is to manage the
implementation and serialization support.  The implementation works
fine, and I don't believe the extra complexity isn't so great that it
will be hinderance to maintainability or a hinderance to users getting
to grips with it.  I still feel that the virtual functions being all
embedded in osg::Object is a bit hacky, but I can't see an easy way
around this whilst retaining backwards compatibility.  If I were to
write the OSG from scratch with this user data functionality I'd
probably go for a different scheme, but we don't really have this
luxury, but with a mature project sometimes you just have to find a
workable compromise.

So what does it look in practice?  We'll I'm comfortable enough with
the implementation that I've gone ahead and checked it into svn/trunk,
so please do an svn update and let me know how you get on with build
and runtime.

In the osguserdata example I've added a very simple
MyUserDataContainer subclass along with a very simple serializer for
it, you can run the app and use this custom container by running the
app with the --mydc (my data container) and if it works you'll get the
usual output plus lines like MyUserDataContainer::getUserObject(9).

The custom user data container in this example is kept very simply by
just subclassing from 

Re: [osg-users] too much computation

2011-06-07 Thread hemanth korrapati
Thank you for your answer. can I find an example related to this idea ?

On Tue, Jun 7, 2011 at 1:27 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 another option instead of drawing geometry would be to put your data into a
 texture (image) and then just visualise that. Using nearest sampling would
 give you little squares too.

 jp


 On 07/06/11 12:38, Sebastian Messerschmidt wrote:

  From the first look I'd advise to split up the geometries and put them
 into multiple nodes.
 Looking at the code I don't know which limit you're hitting here, but
 there are limits in the opengl implementations that might dissallow
 buffers beyond certain sizes.

 cheers
 Sebastian

 Hi

 I have modified the createHUD function provided in the 'osgpick'
 example, for my application as below. Essentially i have to plot a
 matrix of values on the screen with each matrix entry represented by a
 square and its color represented by its value.
 The size of the matrix is 1615 x 1615. when i run the program, it
 takes a long time with a blank screen before giving a segmentation
 fault message.

 Can I get some help on this - the reason for the error and an
 efficient way to do this, because I may have to plot 6500 x 6500 sized
 matrices in the future. I have also posted the gdb output below.
 Thank you


 ==
 modified createHUD function used in my application

 

 osg::Node* createHUD(osgText::Text* updateText, vectorvectordouble
   simmat, double max)
 {

// create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which can be
 picked individually
// eg to be used as a menuing/help system!
// Can pick texts too!

osg::Camera* hudCamera = new osg::Camera;
hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera-setProjectionMatrixAsOrtho2D(0,3200,0,1600);
hudCamera-setViewMatrix(osg::Matrix::identity());
hudCamera-setRenderOrder(osg::Camera::POST_RENDER);
hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

std::string timesFont(fonts/times.ttf);

// turn lighting off for the text and disable depth test to ensure
 its always ontop.
osg::Vec3 position(100.0f,1550.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);

osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);

for(int i=0; isimmat.size(); i++)
{
for(int j=0; jsimmat[i].size(); j++)
{

osg::Geometry *quad=new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
 // 1 quad
osg::Vec4Array* colors = new osg::Vec4Array;
double colorval=simmat[i][j]/max;

 colors-push_back(osg::Vec4(colorval,colorval,colorval, 1.0));
quad-setColorArray(colors);

 quad-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
   osg::Vec3 newpos=position+osg::Vec3(j,i,0);
(*vertices)[0]=newpos;
(*vertices)[1]=newpos+osg::Vec3(0.0f,-1.0f,0.0f);
(*vertices)[2]=newpos+osg::Vec3(1.0f,-1.0f,0.0f);
(*vertices)[3]=newpos+osg::Vec3(1.0f,0.0f,0.0f);
quad-setVertexArray(vertices);
quad-addPrimitiveSet(new
 osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode-addDrawable(quad);
   }
}



hudCamera-addChild(geode);
return hudCamera;

 }

 ===


 
 GDB output:

 

 Starting program: /hemanth/Workspace/visualization/a.out

 /hemanth/Workspace/loop_closure/log_pavin25610_56_usurf128_delta4_tfidfm/matches
 [Thread debugging using libthread_db enabled]
 [New Thread 0xb7b48b70 (LWP 3756)]

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb7b48b70 (LWP 3756)]
 0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
 (gdb) bt
 #0  0x01276690 in ?? () from /usr/lib/dri/swrast_dri.so
 #1  0x012767d8 in _mesa_NewList () from /usr/lib/dri/swrast_dri.so
 #2  0x002c1944 in osg::Drawable::compileGLObjects(osg::RenderInfo)
 const () from /usr/local/lib/libosg.so.65
 #3  0x005ac85b in osgUtil::GLObjectsVisitor::apply(osg::Drawable) ()
 from /usr/local/lib/libosgUtil.so.65
 #4  0x005ad461 in osgUtil::GLObjectsVisitor::apply(osg::Geode) ()
 from /usr/local/lib/libosgUtil.so.65
 #5  0x002d7079 in 

Re: [osg-users] too much computation

2011-06-07 Thread Chris 'Xenon' Hanson
On 6/7/2011 5:27 AM, J.P. Delport wrote:
 Hi,
 another option instead of drawing geometry would be to put your data into a 
 texture
 (image) and then just visualise that. Using nearest sampling would give you 
 little
 squares too.

  I think I suggested this tactic before. You're talking 2,608,225 -- over two 
and a half
million objects, each made of some number of primitives.

  You've never really explained what you're trying to _do_ at a higher level, 
so it's hard
to make recommendations for how TO do it.

-- 
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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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread basil huffman
Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
 Hello Basil,
 
 First piece of advice, take things one step at a time, it might seem 
 like a lot but it's all easy once you get through it once.
 
 Also, you seem to be going at this blind. Do you know about OSG's main site?
 
 
 
 From there, you can follow the Documentation link on the right, and you 
 can click Getting Started to get an intro with Linux/Unix-centric 
 build instructions, or you can go to Platform Specifics and then 
 Windows - Visual Studio to get Windows-specific build instructions. 
 Here's the direct link:
 
 
 
 This is the CMake command-line tool. You seem to be building for Windows 
 (from what you say below) so I recommend you use the CMake GUI because 
 it will give you a list of the available settings you can modify. Until 
 you know what settings you need to modify, the GUI will be a good tool 
 to get your bearings.
 
 Next, about those libs it says you're missing. You can get a prebuilt 
 dependencies package for Visual Studio 2008 here:
 
 
 
 This will take care of the most important dependencies (IMHO the most 
 important are jpeg, png, gif, etc. to be able to load textures from 
 images, and freetype to be able to load fonts to display text). But all 
 in all, most dependencies are entirely optional. OpenAL, CURL, 
 WxWidgets, Qt, etc fall into that category. If you want to use them, you 
 can download binaries or build them from source, and then enter the 
 relevant paths to includes and libraries in the CMake GUI, but until you 
 know you need a specific dependency, you can assume you don't.
 

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, 
GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, 
TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? 
A morning filled with googling and trying to build them myself proved 
fruitless...


 
 
 If you downloaded the OSG source, you need to compile the whole OSG, not 
 just an example. Here you're trying to compile an example without having 
 compiled OSG itself, so of course it won't find the libraries. This is 
 what I mean when I say to take things one step at a time. You're 
 skipping whole steps by opening one specific example's project file.
 
 So, one step at a time.
 
 1. Open the CMake GUI
 
 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source 
 tree) onto the CMake GUI window. This will fill the where is the 
 source and where to build the binaries fields, though I recommend you 
 change the where to build the binaries to some other directory so you 
 don't pollute your source tree. I generally add /build_x86_vc9 or 
 something like that to identify which platform/compiler combination I'm 
 generating project files for.
 
 3. Click Configure a first time. CMake will ask you whether you want to 
 create the build directory if it doesn't yet exist, then it will ask you 
 for which platform/compiler you want to generate. I assume you'll want 
 to select Visual Studio 9 (2008) (x86) or something like that.
 
 4. You'll notice the center part of the window will be full of red 
 fields. First thing to change is to set ACTUAL_3RDPARTY_DIR to the 
 directory where you've put the prebuilt dependencies I linked to above. 
 Then you can click Configure again, CMake will try to find as many of 
 the dependencies as it can by itself.
 


this would just be /OpenSceneGraph/bin correct?


 
 
 5. At this point you can change settings as you see fit. Make sure you 
 show Advanced Settings at the top of the CMake window, otherwise some 
 important settings may be hidden, it's an annoying quirk of CMake. If 
 CMake didn't find some dependency you know you have, you can fill in its 
 *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check 
 BUILD_EXAMPLES if you want it to generate project files for all the 
 examples. Look over the other options you have, but in the end you can 
 just click Configure until there are no red fields anymore.
 
 I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in 
 which you want to put your compiled binaries, again separate from your 
 source and build trees. That way you're sure where the different things 
 are, and you won't get files mixed up between the 3. The directory you 
 specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when 
 you want to develop an application that uses OSG - it will have an 
 include, a lib, and a bin subdirectories containing the files you expect.
 
 6. Click Generate. After a few seconds, it will have finished generating 
 the project files, and you can close the CMake GUI.
 
 7. Open the build directory you specified in where to build the 
 binaries in CMake, and you'll see an OpenSceneGraph.sln file. 
 Double-click that, and you'll see a solution file with a bunch of 
 projects, first for the OSG libs themselves, and all the examples, 
 applications, 

Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay

Hi Basil,


I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, 
GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, 
TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? 
A morning filled with googling and trying to build them myself proved 
fruitless...


They should be part of the package you have, it's just that CMake didn't 
pick them up. They'll generally be the same as the *_RELEASE versions, 
but with a d or _D at the end. Look for them in your 3rdparty directory.



4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set ACTUAL_3RDPARTY_DIR to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.


this would just be /OpenSceneGraph/bin correct?


No, it will be the directory where you unzipped the 3rd party 
dependencies package... It's the directory where you want CMake to look 
for 3rd party libraries.



Thanks for the reply. I will take a look at the tutorials. I'm not trying to 
offend why my question on OSG. I'm not really doing anything super intensive. I 
wrote a C++ application to cluster 3d space trajectories, and I just want to 
output the generated clusters (from a plain text file).  I don't wanna be doing 
overkill on this, I just want something quick and easy I suppose.


Oh, you didn't offend me (or anyone else I bet) with your question, we 
all want to use the best tool for the job. I think in this respect OSG 
can scale nicely, letting you complete your simple project now and 
scaling up to more complex ones later if the need arises.


Hope this helps,

J-S
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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Ryan Pavlik
On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Basil,


  I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
 GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
 TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
 these? A morning filled with googling and trying to build them myself proved
 fruitless...


 They should be part of the package you have, it's just that CMake didn't
 pick them up. They'll generally be the same as the *_RELEASE versions, but
 with a d or _D at the end. Look for them in your 3rdparty directory.



In any case, as long as you can click the generate button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

-- 
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu
http://academic.cleardefinition.com
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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread basil huffman
If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the 
examples in the OpenSceneGraph/examples/ directory though...

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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay

Hi Basil,


If I were to look at one of the examples, which should I look at first?


To learn how to generate geometry and points on screen, a good start 
would be osggeometry.



I do not see Visual studio solution/project files in a great deal of the 
examples in the OpenSceneGraph/examples/ directory though...


That's because they won't be there. As I said, open up the 
OpenSceneGraph.sln file which is in the directory you specified in 
where to build the binaries in CMake. All the examples and other 
projects will be there.


The point of using CMake is that it can generate build files (VS project 
files, makefiles, XCode projects, etc.) for a variety of different build 
systems, so none of those will ever be in the source tree you 
download... They're generated by CMake, so they go in the directory you 
specified in where to build the binaries.


Hope this helps,

J-S
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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread basil huffman
Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of 
undeclared identifiers.  Perhaps its not finding the headers or something?

 I made sure that under tools-options-Projects and Solutions-VC++ 
DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and 
OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and 
created %OSG_FILE_PATH% (containing 
d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts)
 and %OSGHOME% (contaning d:\OpenSceneGraph).

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[osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-07 Thread Isha Kandaswamy
Hi,

I am a student, and am very interested in osg. This is the first time i am 
using it.
I was trying to create a volume from a set of dicom files, using the osgvolume. 
I installed the dcmtk, and then configured the cmake for osg 2.8.4 to get those 
files..

for example : i set the include dir to /usr/local/include
and the others to usr/local/include/dcmtk/  

I did the make and the make install... and then when I try to use osgvolume to 
read even a single dicom file, it refuses... this is the error I get,

Warning: dynamic library '/usr/local/lib/osgPlugins-2.8.4/osgdb_dicom.so' 
exists, but an error occurred while trying to open it:
/usr/local/lib/osgPlugins-2.8.4/osgdb_dicom.so: undefined symbol: 
_ZNK9log4cplus6Logger12isEnabledForEi
Warning: Could not find plugin to read objects from file 
/home/bin/1.2.392.200036.9116.2.2.dcm.
Segmentation fault

I do not understand how to fix this.. Can some one please explain what I am 
doing wrong?


... 

Thank you!

Cheers,
RC

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Re: [osg-users] Absolute beginner questions

2011-06-07 Thread Jean-Sébastien Guay

Hi Basil,


When I open in Visual Studio, I am getting scores of compiler errors. Lots of 
undeclared identifiers.  Perhaps its not finding the headers or something?

  I made sure that under tools-options-Projects and Solutions-VC++ 
DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and 
OpenSceneGraph\bin


You don't need to do that, the project settings should include all the 
paths the projects need to compile. And in fact I'd advise against it, 
since if you ever need to compile multiple versions of OSG you'll need 
to go change that again... I don't use VC++ Directories at all, I keep 
all relevant include / lib paths in the project settings / build files. 
It's much easier to keep them in version control that way.


What exactly are you opening in Visual Studio, and what are you trying 
to build? What are the errors you're getting? Perhaps paste the compile 
log in a text file and attach it to your reply.



I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing 
d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts)
 and %OSGHOME% (contaning d:\OpenSceneGraph).


That's fine, though it won't influence compilation, only runtime. Also 
you generally only need the first path you put in OSG_FILE_PATH.


J-S
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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-07 Thread Robert Osfield
Hi Isha,

Could it be that you are compiling against the latest rev of DCMTK?
When I upgraded to use DCMTK 3.6.1 I found I needed to add extra libs
to the link line of the DCMTK plugin.

I have checked the changes into OSG svn/trunk, and they are also part
of the 2.9.15 dev release made last week that fix the build against
the latest rev of DCMTK.  You could compare the
src/osgPlugins/dicom/CMakeLists.txt and
CmakeModiules/FindOurDCMTK.cmake from 2.8.4 and the equivilant files
in svn/trunk to see what changes I had to make.  Alternatively just
move to the svn/trunk or 2.9.15 dev release of the OSG.

Robert.

On Tue, Jun 7, 2011 at 3:49 PM, Isha Kandaswamy
isha.kandasw...@gmail.com wrote:
 Hi,

 I am a student, and am very interested in osg. This is the first time i am 
 using it.
 I was trying to create a volume from a set of dicom files, using the 
 osgvolume. I installed the dcmtk, and then configured the cmake for osg 2.8.4 
 to get those files..

 for example : i set the include dir to /usr/local/include
 and the others to usr/local/include/dcmtk/ 

 I did the make and the make install... and then when I try to use osgvolume 
 to read even a single dicom file, it refuses... this is the error I get,

 Warning: dynamic library '/usr/local/lib/osgPlugins-2.8.4/osgdb_dicom.so' 
 exists, but an error occurred while trying to open it:
 /usr/local/lib/osgPlugins-2.8.4/osgdb_dicom.so: undefined symbol: 
 _ZNK9log4cplus6Logger12isEnabledForEi
 Warning: Could not find plugin to read objects from file 
 /home/bin/1.2.392.200036.9116.2.2.dcm.
 Segmentation fault

 I do not understand how to fix this.. Can some one please explain what I am 
 doing wrong?


 ...

 Thank you!

 Cheers,
 RC

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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-07 Thread Isha Kandaswamy
Hi,

I checked, and added the links and it worked ,thanks :) .. but still the volume 
it seems to render is not correct.. It should look like a skull and it looks 
like random set of lines.. Is there a problem with the way im using the 
osgvolume??

I use it as 

osgvolume --images *.dcm to create the volume 

... 

Thank you!

Cheers,
Isha

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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-07 Thread Chris 'Xenon' Hanson
On 6/7/2011 2:01 PM, Isha Kandaswamy wrote:
 Hi,
 I checked, and added the links and it worked ,thanks :) .. but still the 
 volume it seems to render is not correct.. It should look like a skull and it 
 looks like random set of lines.. Is there a problem with the way im using the 
 osgvolume??
 I use it as 
 osgvolume --images *.dcm to create the volume 

  I had some obstacles getting osgvolume and DCM to work a few months ago, but 
eventually
got it to compile ok and got some datasets to display without issue.

  Is it your own data or sample data?

  I got some samples from that giant online volume repository and converted 
them to a
format osgvolume could read.

-- 
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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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-07 Thread Isha Kandaswamy
Hi,

Its a professors dataset actually and it loads on the slicer but not 
using osg volume... Its a set of dcm images... I converted it into a volume.osg 
using osgvolume -o  and then read that using osgviewerGLUT, but it still doesnt 
look write.. 

Im not sure where im going wrong...
... 

Thank you!

Cheers,
Isha

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Re: [osg-users] Meta-data in core OSG - project started

2011-06-07 Thread Peter Amstutz
Hello Robert,

Thank you for taking up this task.  While not central to the mission of
graphics rendering, this feature will certainly make writing
applications around OSG a little bit easier for all of us.

My proposal for putting get/setUserValue convenience methods directly
osg::Object was based on the idea that the interface methods on
osg::UserDataContainer would accept the parent object as a parameter,
thus allowing a single container instance to be shared while providing
different data to different callers.  Without that aspect, having
get/setUserValue on osg::Object still offers some convenience but also
introduces confusion and redundancy.  Also, the ability to set any
osg::Object as the metadata container for any other osg::Object seems
like an invitation for chaos.

I think the pattern you describe as
object-getUserDataContainer()-get...() is acceptable, and is
perfectly consistent with the existing scene graph patterns in OSG
(setting up StateSets in particular comes to mind -- indeed recently
someone wanted to use StateSets as an ad-hoc metadata scheme).

My preference looks like:

class osg::Object {
  // access _userDataContainer
  osg::UserDataContainer* getUserDataContainer();
  void setUserDataContainer(osg::UserDataContainer*);
  osg::UserDataContainer* getOrCreateUserDataContainer();
 
  // for backwards compatibility, defer to _userDataContainer
  virtual get/setDescriptions();
  virtual get/setUserData();
};

// abstract base class user data container
class osg::UserDataContainer : public osg::Object {
  // returns self
  osg::UserDataContainer* getUserDataContainer();
  osg::UserDataContainer* getOrCreateUserDataContainer();

  // throws exception/assertion or otherwise fails
  void setUserDataContainer(osg::UserDataContainer*);

  // return data on this object
  virtual get/setDescriptions();
  virtual get/setUserData();

  // Abstract metadata interface
  virtual get/setUserValue() = 0;
};

// Default implementation, used by
osg::Object::getOrCreateUserDataContainer()
class osg::StdUserDataContainer : public osg::UserDataContainer {
  virtual get/setUserValue() { ... }
};

This seems very straightforward and avoids cluttering up osg::Object. 
Is there a reason this approach was rejected, aside from a desire to
avoid the object-getUserDataContainer()-get...() pattern?

If a single user data container instance is referenced by multiple
nodes, will it be serialized once or multiple times?

Can a user data container contain references to osg::Objects in the same
scene graph?  Can the serializers handle this?

Again, your work is very much appreciated!

Thanks,
Peter

On 6/7/2011 9:51 AM, Robert Osfield wrote:
 Hi All,

 After my first cut of the new osg::Object::UserData functionality I've
 been pondering on how best to provide the ability to customize the
 data storage container, if at all.  Simplicity and performance are the
 key reasons for not providing the ability to customize the data
 storage container as it enevitablly requires use of virtual functions
 for data access, extra classes and public methods for these.

-- 
Peter Amstutz
Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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[osg-users] SwitchNode Animation with a specific time interval

2011-06-07 Thread Vijay Kalivarapu
Hi,

I have a bunch of timesteps of data that I need to animate between. I set up my 
code so that each timestep corresponds to a switch node and I attempted to 
animate between each switchnode.

Here is my switch node animation operator code:


Code:

void SwitchingCallback::operator() (osg::Node* node, osg::NodeVisitor* nv)
{
static int tstepNum = 0;
static int sign = -1;
int numtimesteps = 64;

osg::Switch* switchNode = static_castosg::Switch*(node);
if( !((++_count) % 30)  switchNode)
{
if(tstepNum = numtimesteps-1)
{
tstepNum = numtimesteps-1;
sign = -sign;
}
else if (tstepNum = 0)
{
tstepNum = 0;
sign = -sign;
}

tstepNum += sign;
switchNode-setSingleChildOn(tstepNum);
}
traverse(node, nv);
}




Currently, the speed at which the switch node is animating between timesteps is 
machine dependent. In other words, the animation speed is dependent on the 
machine that could count to 30 quick enough.

I would ideally like the animation to happen at a specific time interval 
instead and hoping to avoid the


Code:

!((++_count) % 30)




and be able to specify something like

Code:

if(timeElapsed  0.02 seconds)
then do_something;




I looked at osganimationmakepath example and attempted to use the following:


Code:


static int tstepNum = 0;
static int sign = -1;
int numtimesteps = 64;
static int flagForFirstTime = 0;

osg::Switch* switchNode = static_castosg::Switch*(node);
_currentTime = osg::Timer::instance()-tick();

if(flagForFirstTime == 0)
{
  _startTime = osg::Timer::instance()-tick();
  flagForFirstTime = 1;
}

float t = osg::Timer::instance()-delta_s(_startTime, _currentTime);

if( t  0.02f  switchNode)
{
  blah_blah_as_above;
  tstepNum += sign;
  switchNode-setSingleChildOn(tstepNum);
  flagForFirstTime = 0;
}
traverse(node, nv);





This worked, except that the animation was inconsistent. It was slow at times 
and then it suddenly picked up speed.

I am sure I am missing something, but I do not know what. Any suggestions?

Thank you!

Cheers,
Vijay.

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[osg-users] WWDC 2011

2011-06-07 Thread Eric Wing
Hi all,
If anybody is at WWDC this year, please drop me a line if you'd like to meet up.

Thanks,
Eric
-- 
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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