Re: [osg-users] Highland fling!
Aye Robert, Good luck . I would collapse on the first hill J From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 28 April 2012 05:18 To: OpenSceneGraph Users Subject: [osg-users] Highland fling! Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
I think i prefer my comfortable chair, good luck. 2012/4/28 Martin Naylor martinnay...@virginmedia.com Aye Robert, Good luck . I would collapse on the first hill J ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield *Sent:* 28 April 2012 05:18 *To:* OpenSceneGraph Users *Subject:* [osg-users] Highland fling! ** ** Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
Good luck, looks like you've hit top trumps with the weather today as well. K. On 28 April 2012 10:15, Jorge Izquierdo Ciges jori...@gmail.com wrote: I think i prefer my comfortable chair, good luck. 2012/4/28 Martin Naylor martinnay...@virginmedia.com Aye Robert, Good luck . I would collapse on the first hill J ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield *Sent:* 28 April 2012 05:18 *To:* OpenSceneGraph Users *Subject:* [osg-users] Highland fling! ** ** Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] COLLADA animation in OSG file not animating in osganimationviewer
Hi, Chris try converting to osgb (i've had similar issue when converting fbx models), also you can try to set OSG_OPTIMIZER="OFF" just in case.Cheers28.04.2012, 01:43, "Chris Hanson" xe...@alphapixel.com: OSG 3.x, Windows, 32-bit. A COLLADA format model loads and animates fine in osganimationviewer.exe. However, when converted to .OSG format using osgconv, it no longer seems to animate, though it seems to contain objects pertaining to animation. Any ideas what we did wrong? Is there some options necessary to ensure a clean conversion? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/Training • Consulting • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLDigital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Raspberry pi
Hi all, No not the type you eat :) http://www.raspberrypi.org/ I was just wondering if anyone has one of these yet and has had a go at getting OSG to run on it. It quite trim with only 256mb of ram, but I guess it must be similar to IPhone etc... It will support OpenGL ES 2.0, I do have one on order but they are like 'hens teeth' at the moment. There are variants of Linux available for it already. Here is the spec: SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM) CPU: 700 MHz ARM1176JZF-S core (ARM11 family) GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC high-profile decoder Memory (SDRAM): 256 Megabytes (MiB) Video outputs: Composite RCA, HDMI Audio outputs: 3.5 mm jack, HDMI Onboard storage: SD, MMC, SDIO card slot 10/100 Ethernet RJ45 onboard network Storage via SD/ MMC/ SDIO card slot. Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Raspberry pi
Nobody I know has been able to get hold of one let alone run anything on it yet! K. On 28 April 2012 12:08, Martin Naylor martinnay...@virginmedia.com wrote: Hi all, No not the type you eat :) http://www.raspberrypi.org/ I was just wondering if anyone has one of these yet and has had a go at getting OSG to run on it. It quite trim with only 256mb of ram, but I guess it must be similar to IPhone etc... It will support OpenGL ES 2.0, I do have one on order but they are like 'hens teeth' at the moment. There are variants of Linux available for it already. Here is the spec: SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM) CPU: 700 MHz ARM1176JZF-S core (ARM11 family) GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC high-profile decoder Memory (SDRAM): 256 Megabytes (MiB) Video outputs: Composite RCA, HDMI Audio outputs: 3.5 mm jack, HDMI Onboard storage: SD, MMC, SDIO card slot 10/100 Ethernet RJ45 onboard network Storage via SD/ MMC/ SDIO card slot. Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] When build new project, can not open osgOceanD.lib
Hi, I'm a chinese student. I have complied the osgOcean successfully. I can run the oceanExample, and do everything in its applicantion.cpp. But now, I meet a problem: If I make a new project, when run the code, it alway declare an error: LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\osgOceanD.lib”, (Cannot open the input file:osgOceanD.lib) My osgOceanD.lib is located in F:\OSG\osgOcean\build\lib\Debug, and I also add this path to TOOLS—Option —Directories- Library Files. In the Windows PATH, I add F:\OSG\osgOcean\build\bin\Debug. So, I need to know how to solve this problem. Thank you! Cheers, Han Following is the test code: #include osgViewer/Viewer #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgOcean/OceanScene #include osgOcean/FFTOceanSurface int main() { osg::ref_ptrosgViewer::Viewer viewer =new osgViewer::Viewer; viewer-setUpViewInWindow(150,150,1024,768,0);//setUpViewInWindow(150,150,1024,768,0); osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface= new osgOcean::FFTOceanSurface(64,256,17,osg::Vec2(1.1f,1.1f),12.0f,1000.0f,0.8f,1e-8,true,2.5,10.f,256); osg::ref_ptrosgOcean::OceanScene oceanScene=new osgOcean::OceanScene(oceanSurface.get()); viewer-addEventHandler(oceanSurface-getEventHandler()); viewer-addEventHandler(oceanSurface-getEventHandler()); osgGA::TrackballManipulator *tb = new osgGA::TrackballManipulator; tb-setHomePosition(osg::Vec3f(0.0,0.0f,20.0),osg::Vec3f(0.0f,20.0f,20.0f),osg::Vec3f(0,0,1)); viewer-setCameraManipulator(tb); viewer-setSceneData(oceanSurface); viewer-run(); return 0; } This code is ok when copy to applicantion.cpp, but can't be use in new any projects. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46579#46579 Attachments: http://forum.openscenegraph.org//files/ll_334.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help, how to achieve this function?
Hi, I want to use the mouse to create a rectangle on the X-Z plane(Y=0). Like 3DsMax, when I push the mouse, it decide a corner of the rectangle, and then drag the mouse, finally release the mouse. However, the main problem is how can I know the the world coords on the X-Z plane (Y=0) of point when I click the mouse on the view(I only can know the screen coords X,Y). I have a idea, but I want to have a better one. First, create a infiniteplane on the X-Z plane(Y=0). Second, use view-computeIntersections(x,y,intersections) to get the wold coords of the intersection point. This solution is complex because I must create a infiniteplane. Does anyone have a better idea? ... Thank you! Cheers, LvFQ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46889#46889 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Share tutorials while website is down?
Hi all - so, as many have noted, the website seems to be down more often than up these days. Robert is apparently looking into finding a new server (see topic 8866 - i'd post a link, but it seems I'm not allowed yet... =P), but in the meantime, I was wondering if people in the OpenSceneGraph community could help people access some files. Specifically, I'm looking for the file that would normally be at Tutorials/osgGPUMorph.3.zip Would anyone here have that, and possibly be willing to post it here as an attachment? PS - just a heads up, for accessing most of the webpages themselves, you can use google's cache - just search for a page, then mouse over the search result, click the symbol to the right, then click cached... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46944#46944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Robert Osfield robert.osfi...@gmail.com, Building new website, assistance appreciated!
Hi Tom and Robert, I'd try to stay clear of Drupal or Joomla, both are ridiculously hard and not user friendly. I'm a web developer and we use wordpress to build our sites. You can either user wordpress dotcom (a hosted version, but not as flexible) or use what most people are using now, wordpress dotorg. You can usually install this from your server using Fantastic or Site Software very easily. I think in the end of you choose Wordpress you'll be much happier. WP has many free and premium plugins that can be used to enhance your site and make it do what you need it to. Anyway, if you get stuck and need some help you can let me know. ... Thank you! Cheers, Diane -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47018#47018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX build (not Xcode)
Thanks for info. It would be nice if the build system was updated so that it would test lipo on libraries before using them in the project. 32bit libraries are not uncommon at least on our Macs, so we have to do a lot of hiding of libraries to get OSG to build since cmake will happily point to incompatible 32bit libraries. Nevertheless, we did that and the build works, however, the ffmpeg plugin requires the linker flags that for some reason cmake is not adding, so I have to add them manually to the link.txt file (don't know how to add them in cmake). -lmp3lame -lx264 -lbz2 -lfaad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47025#47025 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] why point disappeard ?
Hi, I'm developing a 2D drawing tools , which could draw lines with mouse now. but I encountered a problem , if want to draw a point , I had to draw two , or draw another object together , or the first point will not show . the code is in Line.cpp Line:198 as follows: Code: void Line::drawAssistantPoints() { char name[30]; for( int i=0 ; i3 ; i++ ) { sprintf( name , vertex_%d_%s , i , _name.c_str()); _assistantPoints[i]-addDrawable( drawPoint((*_vertexesArray)[i])); _assistantPoints[i]-addDrawable( drawPoint( (*_vertexesArray)[(i+1)%3] ) ); _assistantPoints[i]-setName(name); _group-addChild(_assistantPoints[i]); } } '_vertexesArray' store the vertexes and middle point of the line . the attachment is the code. Now it could runs fine . Its functions : first click with the mouse in blank space to choose a point , second click the get the second point and configure the line . Lines will be focusd if clicked with its vertexs and middle point lighting . Please anyone help me to find why the point disappeard ? Thank you! Cheers, lainegates -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47038#47038 Attachments: http://forum.openscenegraph.org//files/code_158.rar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to configure the pick vector ?
Hi, I'm writing a small program that play with magic cube . Now the magic cube is drawn done , and I could select cubes in the magic cube . but when I picked one cube , how could I get the pick vector , which will tell me how to rotate the magic cube Could anyone tell me how to get the pick vector ? Thank you! Cheers, lainegates -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47037#47037 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
Hello dear Wang Rui, I want to ask you if your book contain how to install osg for Android on windows (with Eclipse not Visal studio). Best regards, Rghima -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47071#47071 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Installing osg for Android on Windows (Eclipse)
Hi, I need to develop a viewier 3D on Android. Please, how to install osg on Windows for Eclipse Configuration? Thank you! Cheers, Rghima[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47043#47043 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Replacement for
Hi, I am porting a java3d flight simulator program to OSG and there is not a direct replacement for rotateToPoint within OSG. In Java3d my code is: Point3d intercept = new Point3d(xx_l,yy_l,zz_l); plane.rotateToPoint(startPt, intercept); I want the plane to rotate and point directly to the intercept x,y,z. Have you a good example of how to do this? Sorry for the simple question. Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47050#47050 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Problems with OSG 3.0.1, Qt 4.8.0, mingw 64-bit
Hello everyone, I am trying to use OSG 3.0.1 with Qt 4.8.0, with the mingw 64-bit compiler on Win7 Pro. So far, I have successfully set up a 64-bit build environment (in C:\mingw64) and built the Qt libraries. All the Qt examples work, and I’m able to create new Qt programs quickly and easily. Next, I downloaded OSG 3.0.1 and built it, using CMake. The osgviewerQt example program compiled and ran fine, so I thought I was ready to start writing programs that use OSG and Qt together. This is when the strangeness started. As a first test, I tried reproducing the osgviewerQt example program myself using Qt Creator. I created a new Qt Widget app, and copy pasted code from the osgviewerQt example. After setting up the .pro file, to link with the required OSG DLL files, the application built without any errors. However, it did not run. I ran my test program in a debugger, and here is the backtrace: First chance exception 0xC005 ACCESS_VIOLATION occurred at 0x00782803, read of address 0x at 0x00782803 (in C:\Users\Markus\Desktop\OSG examples\libosgd.dll) 0x00782803 _ZN3osg6Object21setThreadSafeRefUnrefEb + 0x4B in libosgd.dll 0x6AE05B7F _ZN9osgViewer15CompositeViewer15constructorInitEv + 0x117 in libosgViewerd.dll 0x6AE015D1 _ZN9osgViewer15CompositeViewerC2Ev + 0x191 in libosgViewerd.dll 0x00401BB8 OsgQtTest02.exe 0x00401615 OsgQtTest02.exe 0x004013CE OsgQtTest02.exe 0x004014E8 OsgQtTest02.exe 0x7675652D BaseThreadInitThunk + 0xD in kernel32.dll 0x76CEC521 RtlUserThreadStart + 0x21 in ntdll.dll (My test program is called OsgQtTest02.exe) I can reproduce this behaviour easily, just by deriving a class from QWidget and osgViewer::CompositeViewer, and then creating an instance of it in main.cpp, like this: #include QtGui/QApplication #include viewwidget.h #include iostream int main(int argc, char *argv[]) { std::cout Program starting std::endl; QApplication a(argc, argv); ViewWidget w; std::cout Widget created std::endl; w.show(); return a.exec(); } This is the declaration of the ViewWidget class: #include QtGui/QWidget #include osgViewer/CompositeViewer class ViewWidget : public QWidget, public osgViewer::CompositeViewer { //Q_OBJECT public: ViewWidget(QWidget *parent = 0); ~ViewWidget(); }; The message Program starting will appear, but Widget created will not, because the app will crash when the ViewWidget instance is created. The presence of Q_OBJECT seems to make no difference. This has the feeling of a C++ ABI incompatibility, as if the C++ OSG DLLs were built with a different C++ compiler. However I know that this is not the case, because I built everything myself, with the same C++ compiler (except Qt Creator itself of course). I have tried rebuilding Qt and OSG a few times over the weekend, and I have been over the CMake setup until the wee hours at night. I don’t seem to be missing anything obvious. With Dependency Walker, I can verify that my app is properly linked to the OSG and Qt DLLs. I am at my wits’ end... Does anybody have any advice on how to fix this problem? Many thanks in advance, Markus Svilans [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47084#47084 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Compile error on the osgAndroidExampleGLES1
Hi, I compile the osgAndroidExampleGLES1 and i recieve this Error message: Build of configuration Debug for project osgViewer make all Building file: ../jni/OsgAndroidNotifyHandler.cpp Invoking: GCC C++ Compiler g++ -IC:/OpenSceneGraph-3.0.1/include -IC:\android\ndk/platforms/android-9/arch-arm/usr/include -IC:\android\ndk/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/lib/gcc/arm-linux-androideabi/4.4.3/include -IC:\android\ndk/sources/android/native_app_glue -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MFjni/OsgAndroidNotifyHandler.d -MTjni/OsgAndroidNotifyHandler.d -o jni/OsgAndroidNotifyHandler.o ../jni/OsgAndroidNotifyHandler.cpp In file included from C:/OpenSceneGraph-3.0.1/include/osg/Notify:17:0, from ../jni/OsgAndroidNotifyHandler.hpp:14, from ../jni/OsgAndroidNotifyHandler.cpp:8: C:/OpenSceneGraph-3.0.1/include/osg/Export:17:21: erreur fatale: osg/Config : No such file or directory compilation terminée. make: *** [jni/OsgAndroidNotifyHandler.o] Error 1 Build Finished Could you help me please Mr. jorge. Thank you! Cheers, Rghima -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47111#47111 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Writing to OSG files, this might seem like an obvious question but...
Greetings all This is going to seem like a depressingly obvious question, I'm sure, but for the life of me I've run out of ideas. I'm poking around with OSG on a windows 7 64 bit machine, familiarizing myself with it. I have gotten through the points of compiling the source using first CMake and then Visual studio to build it. I have then found a group of example .osg files from somewhere on the wiki (I can find it again if relevant) and they will run and render fine. Basically up to step 4 of the getting started wiki page (sorry, I cant link it for the moment :C) Obviously, the viewer runs .org files. However, I am at this point getting dirty with the c++ files, which is fine, but wont be for long. There is a big looming question that I cannot for the life of me find an answer to. How does a .cpp file end up as a .osg file, or elsewise in some way end up going from source code to being a rendered object on my screen? I cant find any information on this, except for one line in the sticky at the top of this forum, cryptically telling me that it might be useful to write your ccp files to OSG files for debugging purposes, with no reference of how to do this. Can anyone enlighten me, or at least throw a link or two my way? Cheers! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47131#47131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] How to read/write/access OpenFlight Surface Material Code (SMC) and Feature ID (FID) ?
Hi Robert, What you implemented (SMC to Description), is exactly what I need. But I did not found your code OSG. Did you submit your code? Were your changes rejected, or what is the state of it? Regards, WeSee rioiart wrote: Hi all, Thanks for all the feedback. In case you are interested, I have made a patch for the OpenFlight plugin so that it reades/writes the surface material code (SMC) and feature id (FID) and stores it as a description of the geode that contains these attributes. The format of the description string is like SF:[SMC]:[FID] for example SF:918:10 So you can expect to see in the .osg file something like this: Code: Geode { DataVariance STATIC ... description SF:918:10 ... } Regards, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47177#47177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] OSG on Android
Hi, I currently wrote code to use OSG on android, right now I basically just try to do something similar but simpler to the osgAndroidExampleES1. Right now I can show the blue screen, but no geometry is rendered ( I use OpenGLES1.x). My root node does have children (I print out the number of children) but it's still just blue screen there. I use android sdk 2.2 run on android 2.2 moto phone. Does any one have idea for what cause this? BTW, does osgAndroidExampleES1 show any model? I just got blue screen and 3 buttons. Thank you! Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47185#47185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] create OpenThreads threads dynamically rather than before the viewer runs?
Hi all, First off, I am both an OSG and multithreading newb so I apologize if I am fundamentally off. Following the OSG Beginner's book, I am able to successfully start threads before the viewer runs using OpenThreads. My question is: is it possible to create threads dynamically, only when a user requires it, or must they always be created before the viewer runs? If you require more background, I have created a GUI with the FLTK library and am using OSG to render the scene. I want to be able to connect to a given sensor by hitting a GUI button in order to get live data. The problem is it takes a while to connect to a given sensor and my UI freezes. As stated above, if I spawn the thread before the viewer runs then everything is fine. I have tried spawning threads following the button press, but it does not work as my UI freezes. Any assistance or pointers would be most appreciated. Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47186#47186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create OpenThreads threads dynamically rather than before the viewer runs?
Edit: Found the cause. It seems I was calling cancel too soon after my startThread. The solution, I believe, is to check that the thread is done before calling cancel. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47187#47187 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create OpenThreads threads dynamically rather than before the viewer runs?
Confirmed. Please mark as solved or remove topic. For what it's worth, my solution: _sensorHandler.startThread(); if (!_sensorHandler.connect(host)) { return false; } _sensorHandler.cancel(); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47189#47189 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create OpenThreads threads dynamically rather than before the viewer runs?
Hi again, I have another problem along the same vein so I don't think I should create a new topic though feel free to correct me if I am wrong: How can I deactivate my GUI button while the sensor attempts to connect and re-active the button only if the connection attempt has failed and been aborted? Here's what I tried unsuccessfully in the callback for the connect button (the following code is fltk but should be applicable to any GUI library): Code: _connectButton-deactivate(); if(_scene-connectSensor()) { _disconnectButton-activate(); } else { _connectButton-activate(); } The problem is _scene-connectSensor() is running in a thread, so the main thread sees false for the return of connectSensor() and re-activates the connectButton. Note that _scene inherits from osgViewer::CompositeViewer and Fl_Gl_Window. I have already tried making it inherit from OpenThreads::Thread but when I try to re-implement the run() method, I get a conflict between CompositeViewer::run() and Thread::run(). I have thought about having my GUI poll the state of the sensor's connection to check if it has finished, but I'd like to know if there is a more elegant solution that escapes me. As always, any assistance would be much appreciated. Thanks! Andrew[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47196#47196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] the virtual tour with my new osgNavigator
Hello dear OSG-community, I have a project that is the navigation of a humanoid in an urban environment 3d So first I started by modeling the environment, then I passed to the modeling of the animation of the humanoid. also I have a project in parallel which is the virtual tour of any stage 3d, so I develope a class that will allow osgNavigator navigate in any stage taking into account the obstacles, stairs and tt ... This class allows us to navigate manually using the key z, q, s, d if anyone needs this class, he contacts me. here is my email @ a.bdou live.fr Best regards, boutamine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47197#47197 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create OpenThreads threads dynamically rather than before the viewer runs?
Yes, I'm making it a bad habit of talking to myself. For what it's worth, I have managed to get it working using a fltk gui timeout callback. I'm starting to think there is no other option. So for those interested, in my connect button callback, I added Fl::add_timeout(1,(Fl_Timeout_Handler)pollSensorConnectionStatus); which calls pollSensorConnectionStatus every second. Other relevant functions of interest are repeat_timeout() and remove_timeout(). See fltk sample code blocks.cxx for a working example. Best, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47198#47198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimization in OSG
Hello dear forum. Sorry for my English, it is all an interpreter ... For a long time trying to find, so he decided to ask you. Tell me please, what algorithm or some way to optimize the use of the osgUtil::Optimizer I needed to write a research paper. Thank you! Cheers, Alexey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47205#47205 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Error Compile osgAndroidExampleGLES1
Hi, I'm working with osg on windows for Android. I build the osg. but when i build the osgAndroidExampleGLES1 project, i got this errors message : $ANDROID_NDK/ndk-build Compile++ thumb : osgNativeLib = osgNativeLib.cpp Compile++ thumb : osgNativeLib = OsgMainApp.cpp Compile++ thumb : osgNativeLib = OsgAndroidNotifyHandler.cpp SharedLibrary : libosgNativeLib.so C:/android/ndk/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld.exe: cannot find -losgdb_dds collect2: ld returned 1 exit status /cygdrive/c/android/ndk/build/core/build-binary.mk:314: recipe for target `obj/local/armeabi/libosgNativeLib.so' failed make: *** [obj/local/armeabi/libosgNativeLib.so] Error 1 Could you please help me. Thank you! Cheers, Rghima -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47280#47280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Reference Manual Doxyfile
Hello, This isn't so much an OSG question as it is a Doxygen question. The OSG reference manual is created using Doxygen, and I am also using Doxygen to create a reference manual of my own on a different project. However, the basic configuration file isn't as neat as the one OSG apparently uses. Does anyone know where I can find the most current Doxygen config file that the OSG reference manual uses? Thank you in advance, Zach -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47290#47290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Installing osg for Android on Windows (Eclipse)
I Rghima, First step is to read the documentation, and then you may can do more specific questions. Take a look at http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android Cheers. 2012/4/13 Rghima Ahlem rghimah...@yahoo.fr Hi, I need to develop a viewier 3D on Android. Please, how to install osg on Windows for Eclipse Configuration? Thank you! Cheers, Rghima[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47043#47043 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Robert Osfield robert.osfi...@gmail.com, Building new website, assistance appreciated!
Hi Diane, There exists work in progress at http://openscenegraph.com . The development is in the first stage and help is appreciated. We discussed about which framework to use, but at the end robert felts that WP is not enough for the openscenegraph website needings. You say Joomla and drupal are hard and not user friendly, do you mean for the front-end and author users or for the admin tasks? Cheers. 2012/4/12 Diane Potter di...@springboarddesigns.com Hi Tom and Robert, I'd try to stay clear of Drupal or Joomla, both are ridiculously hard and not user friendly. I'm a web developer and we use wordpress to build our sites. You can either user wordpress dotcom (a hosted version, but not as flexible) or use what most people are using now, wordpress dotorg. You can usually install this from your server using Fantastic or Site Software very easily. I think in the end of you choose Wordpress you'll be much happier. WP has many free and premium plugins that can be used to enhance your site and make it do what you need it to. Anyway, if you get stuck and need some help you can let me know. ... Thank you! Cheers, Diane -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47018#47018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
I hope you had a nutritious serving of haggis to give you the energy you'll need! -Paul On 4/28/2012 3:42 AM, Kim Bale wrote: Good luck, looks like you've hit top trumps with the weather today as well. K. On 28 April 2012 10:15, Jorge Izquierdo Ciges jori...@gmail.com mailto:jori...@gmail.com wrote: I think i prefer my comfortable chair, good luck. 2012/4/28 Martin Naylor martinnay...@virginmedia.com mailto:martinnay...@virginmedia.com Aye Robert, Good luck . I would collapse on the first hill J __ __ *From:*osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield *Sent:* 28 April 2012 05:18 *To:* OpenSceneGraph Users *Subject:* [osg-users] Highland fling! __ __ Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] OSG on Android
You have a menu key... God, people nowadays lack a good child's curiosity 2012/4/21 James Lue j...@ucsd.edu y to do something similar but simpler to the osgAndroidExampleES1. Right now I can show the blue screen, but no geometry is rendered ( I use OpenGLES1.x). My root node does have children (I print out the number of children) but it's still just blue screen there. I use android sdk 2.2 run on android 2.2 moto phone. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
Hope you made it back in one piece, that's a serious run. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47396#47396 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
Hi all, Quick update: had an AWESOME day out, finished in 10:45. Now very tired and achy, but still on a high. Robert ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] x86_64, cmd line, built OK - but warning in Xcode
Hi, I've successfully compiled trunk using cmake on 10.7.3. That's with Apple LLVM 3.0.0. No additional CXX flags passed into make. With the implicit conversion to 32bit type enabled, I am seeing warnings to do with precision loss. e.g: In file included from ../iShowU-v3/Frameworks/OpenSceneGraph-3.1.3/Debug/osg.framework/Headers/StateAttribute:20: ... ... ../Frameworks/OpenSceneGraph-3.1.3/Debug/osg.framework/Headers/Shader:56:47:{56:47-56:59}{56:40-56:46}: warning: implicit conversion loses integer precision: 'size_type' (aka 'unsigned long') to 'unsigned int' [-Wshorten-64-to-32,3] unsigned int getSize() const { return _data.size(); } ~~ ^~~~ Couldn't get the formatting to work, but the ^ char is pointing at the _data term, just after return. Is this something I need to be worried about? Is it safe for me to switch the warning off? After looking - this warning appears to be disabled in my other projects - but it did get me a little concerned - so here I am, asking the Q. :) Thank you! Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47399#47399 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osx fail to configure
Having just upgraded to 4.3.1 myself, I can confirm that: sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer does the trick. I didn't install any newer version of cmake. Just deleted the old build folder, did the switch, re-ran cmake and all was better. Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47400#47400 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org