[osg-users] osgQt comflict with QFileDialog in linux
Hi, all There is a problem using osgQt in linux. My OS is Fedora 14, and OpenSceneGraph version is 3.0.1. Static method QFileDialog::getOpenFileName(.) just doesn't work in osgQt. It just show a dialog (sometimes blank dialog) without response to the mouse click. However, non-static usage of QFileDialog works fine, and so does it in Windows. And I tried different thread models, none of which works. There is a demo to reproduce the problem, which is based on osgviewerQt.cpp. = test_osgqt.h === class DialogTest : public QObject { Q_OBJECT public slots: void showDialog() { QFileDialog::getOpenFileName(NULL, .); } }; = test_osgqt.cpp class ViewerWidget : public QWidget, public osgViewer::CompositeViewer { //same implementation as the osgviewerQt.cpp example }; #include QtGui/QMainWindow #include QtGui/QToolBar #include QtGui/QAction #include QtGui/QFileDialog #include test_osgqt.h int main( int argc, char** argv ) { osg::ArgumentParser arguments(argc, argv); osgViewer::ViewerBase::ThreadingModel threadingModel = osgViewer::ViewerBase::CullDrawThreadPerContext; while (arguments.read(--SingleThreaded)) threadingModel = osgViewer::ViewerBase::SingleThreaded; while (arguments.read(--CullDrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::CullDrawThreadPerContext; while (arguments.read(--DrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::DrawThreadPerContext; while (arguments.read(--CullThreadPerCameraDrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext; QApplication app(argc, argv); ViewerWidget* viewWidget = new ViewerWidget(threadingModel); viewWidget-setGeometry( 100, 100, 800, 600 ); QMainWindow window; window.setGeometry(20,20,800,800); window.setCentralWidget(viewWidget); QFileDialog* dialog = new QFileDialog; QToolBar* toolbar = new QToolBar(); window.addToolBar(toolbar); QAction* open = new QAction(Open, NULL); toolbar-addAction(open); DialogTest t; app.connect(open, SIGNAL(triggered()), dialog, SLOT(exec())); app.connect(open, SIGNAL(triggered()), t, SLOT(showDialog())); window.show(); return app.exec(); } -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
forget to mention that Qt version is 4.7.4 On Tue, Jun 26, 2012 at 2:44 PM, GeeKer Wang wwthu...@gmail.com wrote: Hi, all There is a problem using osgQt in linux. My OS is Fedora 14, and OpenSceneGraph version is 3.0.1. Static method QFileDialog::getOpenFileName(.) just doesn't work in osgQt. It just show a dialog (sometimes blank dialog) without response to the mouse click. However, non-static usage of QFileDialog works fine, and so does it in Windows. And I tried different thread models, none of which works. There is a demo to reproduce the problem, which is based on osgviewerQt.cpp. = test_osgqt.h === class DialogTest : public QObject { Q_OBJECT public slots: void showDialog() { QFileDialog::getOpenFileName(NULL, .); } }; = test_osgqt.cpp class ViewerWidget : public QWidget, public osgViewer::CompositeViewer { //same implementation as the osgviewerQt.cpp example }; #include QtGui/QMainWindow #include QtGui/QToolBar #include QtGui/QAction #include QtGui/QFileDialog #include test_osgqt.h int main( int argc, char** argv ) { osg::ArgumentParser arguments(argc, argv); osgViewer::ViewerBase::ThreadingModel threadingModel = osgViewer::ViewerBase::CullDrawThreadPerContext; while (arguments.read(--SingleThreaded)) threadingModel = osgViewer::ViewerBase::SingleThreaded; while (arguments.read(--CullDrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::CullDrawThreadPerContext; while (arguments.read(--DrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::DrawThreadPerContext; while (arguments.read(--CullThreadPerCameraDrawThreadPerContext)) threadingModel = osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext; QApplication app(argc, argv); ViewerWidget* viewWidget = new ViewerWidget(threadingModel); viewWidget-setGeometry( 100, 100, 800, 600 ); QMainWindow window; window.setGeometry(20,20,800,800); window.setCentralWidget(viewWidget); QFileDialog* dialog = new QFileDialog; QToolBar* toolbar = new QToolBar(); window.addToolBar(toolbar); QAction* open = new QAction(Open, NULL); toolbar-addAction(open); DialogTest t; app.connect(open, SIGNAL(triggered()), dialog, SLOT(exec())); app.connect(open, SIGNAL(triggered()), t, SLOT(showDialog())); window.show(); return app.exec(); } -- Bob -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Parallel Rendering Problems using NVidia GPU cards in Windows
Hi, Jason It's a GPU issue. I just want to verify the scalability of multi-GPU in windows, and the answer is disappointing. Few NVIDIA GPU cards support GPU-affinity in Windows, and SLI mode is the only way to use multi-cards. In fact, Windows NVidia driver will try to send OpenGL cammands to all GPU when SLI model disabled. In linux, the default behavior is each GPU is bind to a screen. On Mon, Jun 25, 2012 at 10:18 PM, Jason Daly jd...@ist.ucf.edu wrote: On 06/25/2012 12:59 AM, GeeKer Wang wrote: Hi, all I want to use two GTS 250 cards to do the parallel rendering job based on OpenSceneGraph。 In my experiment, a scene full of complex models is split to 2 parts according to viewport。 The 2 parts are rendered in seperated windows (actually two slaves). I hope the LEFT part is rendered in the first screen and by the first GPU, and the RIGHT part in the second screen and by the second GPU。 The results are a little wierd and disappointing. Hi, Bob, The additional card will only help if your application is GPU-bound (that is, waiting on the GPU to finish rendering a frame before the next can start). Another possibility is that it is CPU bound (the CPU is taking most of the time and the GPU is waiting on it), and another is that it is interconnect bound (the bus between the CPU or RAM and the GPU is the bottleneck). Just adding another card will not help if you're CPU-bound or interconnect bound, and it can actually make things worse if your scene isn't set up in an optimal way. You might end up trying to cram twice the amount of data down the bus in order to try and keep both GPUs fed, and this will kill performance even more than with a single card. One quick fix you can try is to run the osgUtil::Optimizer on your scene with the option VERTEX_PRETRANSFORM | INDEX_MESH | VERTEX_POSTTRANSFORM. This will optimize the vertex data for the vertex cache common on modern GPUs, and may help with bus bandwidth. The other key is to be sure that your scene is organized and subdivided spatially, so that when you're viewing the scene, you don't end up duplicating draw calls across the GPUs. Hope this helps, --J __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
Hi, Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48509#48509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
Mike Hatcher writes: Hi, I'm having the same problem. I'm also running Ubuntu 12.04. I know the code works because I have it running under Fedora 13. The critical line is: g++ -g -gstabs+ -DOSG_COMPILE_UNIT_TESTS -L/usr/X11R6/lib64 -L../../../../local/lib -L../../../../devel/lib/Linux64 -shared DAHud.o DynamicManager.o EnvironmentManager.o HudManager.o StaticManager.o TileGroup.o VectionViewMode.o vectionVisuals.o vectionVisUtils.o VehicleCameraPlatform.o ViewModeFirstPerson.o ViewModeThirdPerson.o VisData.o Visuals.o -losgSim -losgGA -losgViewer -losg -losgUtil -losgDB -losgParticle -losgText -losgSim -losgFX -lOpenThreads -lsimApp -lSimRenderer -ljpeg -lxclApp -lboost_signals -o Visuals.so The -L in the above example in my case does need to be there because it is also linking against Producer. Because it is a shared library everything compiles just fine. It's when it runs that I have a problem. I wind up with: undefined symbol: _ZN6osgSim12DOFTransform8traverseERN3osg11NodeVisitorE I've tried adding every osg* lib I can think of but it makes no difference. Any ideas would be much appreciated! Hi Mike, I think you are mixing several OSG versions, that is why the symbol is not found at runtime: $ c++filt _ZN6osgSim12DOFTransform8traverseERN3osg11NodeVisitorE osgSim::DOFTransform::traverse(osg::NodeVisitor) Make sure you are not compiling usign headers from one version of OSG and linking to other different version. I suggest to use 'ldd' for checking that. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need some help - Adding a CameraManipulator to a second camera.
HI Sebastien, If you want to manage multiple interactive cameras then the appropriate approach is to use multiple View's, one per view that you want, and manage these within a CompositeViewer. Each View has it's own CameraManipualtor and the events will be passed from the GraphicsWindow to the appropriate View's CameraManipulator so you don't need to play games to special key combinations. See the osgcompositeviewer example. Robert. On 25 June 2012 17:14, Sebastian Sack sebastian-s...@gmx.de wrote: Hi community, i have a little problem: i created a second camera, showing my scene from another viewing point, like in this tutorial (with render to texture as an overlay) now i want to add a CameraManipulator to this camera. my normal camera has a manipulator, too. you can move with the arrow keys in the scene. (viewer.setCameraManipulator(new MyManipulator)) now i want to turn the second camera around with some other keys ('a' and 'd') can you help me out? thanks a lot. osgdogg ps: i know - my english isn't that good ... Thank you! Cheers, Sebastian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48485#48485 ___ 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] AlphaPixel (and OSG?) swag and apparel?
Hi Chris, You do know we already have a cafepress entry for OpenSceneGraph: http://www.cafepress.co.uk/openscenegraph Robert. On 26 June 2012 02:01, Chris Hanson xe...@alphapixel.com wrote: Hey, I just finished setting up a CafePress store for AlphaPixel apparel and logo stuff (mostly so I could make myself some). http://www.cafepress.com/alphapixel I set the margins down really low, so I think I get about 50 cents of profit on typical items, but if any of you want to show your support for AlphaPixel, go buy yourself some stuff. Maybe I'll earn enough to buy myself a few more shirts. It occurred to me when I was done that I could set up a similar set of customized logo stuff for the OpenSceneGraph logo. Would anyone want that sort of thing? Would anyone be offended if I did so? I don't recall exactly what license the OSG logo is under, but I don't want to step on any toes here. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ 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] Antialiasing in Volume rendering
HI Clement, On 26 June 2012 00:15, clement@csiro.au wrote: If I extended the RayTracedTechnique and override the default VERTEX and FRAGMENT glsl codes to replace my own glsl code, which will measure distance along the ray. Are you talking about this case to overcome the aliasing artifact ? You could implement your own VolumeTechnique which subclasses from RayTrayTechnique or just directly from VolumeTechnique. The shaders will need to do the computation of the distances and sampling - the current shaders can be found in OpenSceneGraph-Data/shaders and also as source code in OpenSceneGraph/src/osgVolume/Shaders. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I wonder the General Node has ON/OFF flag itself.
Hi, I know OSG use Scene Graph data structures. And... there are many type of group nodes. Among them, the Switch Node can control there children's visibility. I wonder the General Node ( osg::ref_ptrosg::Node node ) has ON/OFF flag itself. ... Thank you! Cheers, J.YoungStone -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48501#48501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I want to know the time of rendering.
I think I mean what you said ( almost exactly ). Specifically, I want to compare common node and proxy node. Namely, I want to compare the code above and the code below. Code: #include osg/ProxyNode #include osgViewer/Viewer int main( int argc, char** argv ) { osg::ref_ptrosg::ProxyNode root = new osg::ProxyNode; root-setFileName( 0, cow.osg ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); return viewer.run(); } Thank you for your interest despite my poor English. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48500#48500 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Top 10 OSG Debugging Tips
it seems to helps a lot -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48499#48499 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I wonder the General Node has ON/OFF flag itself.
Hi J. (please state your full name, makes things a little more polite) There is no such on/off flag directly. But you can take a look into node masks. They basically provide this functionality and more. Just set the node-mask and the traversal mask on the camera, so the logical and will be true. e.g. Node: 0x0001, TraversalMask: 0x will render the node, while Node 0x won't render it Hi, I know OSG use Scene Graph data structures. And... there are many type of group nodes. Among them, the Switch Node can control there children's visibility. I wonder the General Node ( osg::ref_ptrosg::Node node ) has ON/OFF flag itself. ... Thank you! Cheers, J.YoungStone -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48501#48501 ___ 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] I want to know the time of rendering.
Hi Jarome, I don't really know what you are actually asking. First you asking about time of rendering, now you want to compare nodes, but don't specify how you want to compare them. There is no way I or anyone else can provide an answer. Robert. On 26 June 2012 00:40, J.YoungStone jer...@cybermed.co.kr wrote: I think I mean what you said ( almost exactly ). Specifically, I want to compare common node and proxy node. Namely, I want to compare the code above and the code below. Code: #include osg/ProxyNode #include osgViewer/Viewer int main( int argc, char** argv ) { osg::ref_ptrosg::ProxyNode root = new osg::ProxyNode; root-setFileName( 0, cow.osg ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); return viewer.run(); } Thank you for your interest despite my poor English. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48500#48500 ___ 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] I want to know the time of rendering.
Robert, Jarome I guess Jarome wants to compare the rendering time (i.e. time for rendering one frame) with the scene containing the first node type vs. the scene containing the second node type. Unfortunately I cannot help here directly, but I know that there is a kind of Stats object (used by the StatsHandler), which could be retrieved every frame. From the stats one could get the raw times for cull- and render-traversal for the last frame. Maybe this is a pointer into the right direction and someone else can give some more detailed advices. cheers Sebastian Hi Jarome, I don't really know what you are actually asking. First you asking about time of rendering, now you want to compare nodes, but don't specify how you want to compare them. There is no way I or anyone else can provide an answer. Robert. On 26 June 2012 00:40, J.YoungStone jer...@cybermed.co.kr wrote: I think I mean what you said ( almost exactly ). Specifically, I want to compare common node and proxy node. Namely, I want to compare the code above and the code below. Code: #include osg/ProxyNode #include osgViewer/Viewer int main( int argc, char** argv ) { osg::ref_ptrosg::ProxyNode root = new osg::ProxyNode; root-setFileName( 0, cow.osg ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); return viewer.run(); } Thank you for your interest despite my poor English. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48500#48500 ___ 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] rotate an osg object with two fingers on a touch screen (Android)
I've been thinking about this problem as well, as there is currently no generic multi touch capable camera manipulator. In my application I would need something like the terrain manipulator, but capable of handling two touch points. Multitouch dragging/rotation could be implemented by alternating processing of both touch points. Alternate between those two checks If touch point 2 moved, rotate around point 2, using point 1 as a fixed rotational center. If touch point 1 moved, rotate around point 1, using point 2 as a fixed rotational center. If only one touch point is detected, keep using the old trackball algorithm with the default rotation center More than two touch points? - kernel panic ;) Christian 2012/6/13 Nav Joseph nk...@tatapowersed.com: Sounds more like an algorithm solution than an osg solution. The below algo isn't perfect, but it'll give you an idea. finger1=false; finger2=false; while(checkForFingerPressRelease) { if (finger1pressed) finger1=true; if (finger2pressed) finger2=true; if (finger1released) finger1=false; if (finger2released) finger2=false; if (finger1 finger2) { check for dragging of finger2 and rotate else check for dragging of finger1 and rotate } }//while -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48265#48265 ___ 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] rotate an osg object with two fingers on a touch screen (Android)
There is a Multitouch trackball, but is not used in Android example. 2012/6/26 Christian Buchner christian.buch...@gmail.com I've been thinking about this problem as well, as there is currently no generic multi touch capable camera manipulator. In my application I would need something like the terrain manipulator, but capable of handling two touch points. Multitouch dragging/rotation could be implemented by alternating processing of both touch points. Alternate between those two checks If touch point 2 moved, rotate around point 2, using point 1 as a fixed rotational center. If touch point 1 moved, rotate around point 1, using point 2 as a fixed rotational center. If only one touch point is detected, keep using the old trackball algorithm with the default rotation center More than two touch points? - kernel panic ;) Christian 2012/6/13 Nav Joseph nk...@tatapowersed.com: Sounds more like an algorithm solution than an osg solution. The below algo isn't perfect, but it'll give you an idea. finger1=false; finger2=false; while(checkForFingerPressRelease) { if (finger1pressed) finger1=true; if (finger2pressed) finger2=true; if (finger1released) finger1=false; if (finger2released) finger2=false; if (finger1 finger2) { check for dragging of finger2 and rotate else check for dragging of finger1 and rotate } }//while -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48265#48265 ___ 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] 3D Modeler for OpenScenegraph
Hello Jean-Sébastien, thank you for your suggestion. I will look on 3DS MAX Blender. I hope to find a plugin that allows me a complete scene control. Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48519#48519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
On Fri, Jun 8, 2012 at 3:54 AM, Chris Hanson xe...@alphapixel.com wrote: I wonder if we can have someone check for 139.com addresses in the subscriber base, and remove them. I am also receiving this. I have run it through a google translate and it seems like some automated greylisting system (send an SMS to activate e-mail account or something like that). Please, clear these from the list, the bounces will only keep spamming the list. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi Jan, On 26 June 2012 14:06, Jan Ciger jan.ci...@gmail.com wrote: Please, clear these from the list, the bounces will only keep spamming the list. The posts aren't coming through the list, I think they are being sent directly. The are anyone subscribed from a 139.com domain so my initial expectation that someone subscribed from that domain is causing problems, so I can only guess is that perhaps someone has redirected posts to a 139.com account. Perhaps it's something that is going via the forum in some way. I really don't know the cause though. There is nothing I can do about the issue are it isn't a mailman issue so it's something that users will just have to flag locally as spam. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OSG 3.1.2, MacOSX 10.6, CMAKE 2.8.8 Error
Hi, I've tried to build OSG 3.1.2 with MACOSX 10.6. I think the CMakeLists.txt has 2 errors: 1) defaults read of SDKSettings.plist doesn't work. I've changed it to no extension: EXECUTE_PROCESS(COMMAND defaults read ${CMAKE_OSX_SYSROOT}/SDKSettings CanonicalName OUTPUT_VARIABLE OSG_OSX_SDK_NAME OUTPUT_STRIP_TRAILING_WHITESPACE) This works on MacOSX 10.6 2) One elseif has no OR. I changed to: ELSEIF(${OSG_OSX_SDK_NAME} STREQUAL macosx10.6 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.5) Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48522#48522 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
I'll try it. But what is the problem? Even the non-static usage of QFileDialog works, but there is still comflict between osgQt and Qt in DrawThreadPerContext rendering mode. xcb_io.c:506: _XReply: Assertion `!dpy-xcb-reply_data' failed which I mentioned before: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-December/055561.html On Tue, Jun 26, 2012 at 3:13 PM, Torben Dannhauer tor...@dannhauer.infowrote: Hi, Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48509#48509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?
On Tue, Jun 26, 2012 at 2:41 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Chris, You do know we already have a cafepress entry for OpenSceneGraph: http://www.cafepress.co.uk/openscenegraph Nope. I didn't. ;) Saves me the trouble. Everybody go buy yourself some OSG swag! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi Robert, On Tue, Jun 26, 2012 at 3:41 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jan, The posts aren't coming through the list, I think they are being sent directly. The are anyone subscribed from a 139.com domain so my initial expectation that someone subscribed from that domain is causing problems, so I can only guess is that perhaps someone has redirected posts to a 139.com account. Perhaps it's something that is going via the forum in some way. I really don't know the cause though. There is nothing I can do about the issue are it isn't a mailman issue so it's something that users will just have to flag locally as spam. Thanks for a quick reply and check. I guess someone is forwarding some notifications to their cellphone and their braindead system sends the bounces to the original author of the mail and not to the list (which would be equally stupid, but lots of software does that - vacation responders ...) I got the most recent one from: 13488874...@139.com in reply to the file format thread. I suspect that the number is the phone number of the person, perhaps some of our Chinese members could check and call the gent explaining him the situation? Best regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi Jan, Yes, 13488874230 13488874...@139.com is a phone number, and unfortunately it is completely a telemarketing number. I'm sure it is NOT from someone related to OSG and I think it was probably registered at the forum. Could anybody help check it? By the way, I wrote a letter to 139.com last week but receives no replies from them. You know, it is the China Mobile and it will never notice us small potatoes :-( Wang Rui 2012/6/26 Jan Ciger jan.ci...@gmail.com Hi Robert, On Tue, Jun 26, 2012 at 3:41 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jan, The posts aren't coming through the list, I think they are being sent directly. The are anyone subscribed from a 139.com domain so my initial expectation that someone subscribed from that domain is causing problems, so I can only guess is that perhaps someone has redirected posts to a 139.com account. Perhaps it's something that is going via the forum in some way. I really don't know the cause though. There is nothing I can do about the issue are it isn't a mailman issue so it's something that users will just have to flag locally as spam. Thanks for a quick reply and check. I guess someone is forwarding some notifications to their cellphone and their braindead system sends the bounces to the original author of the mail and not to the list (which would be equally stupid, but lots of software does that - vacation responders ...) I got the most recent one from: 13488874...@139.com in reply to the file format thread. I suspect that the number is the phone number of the person, perhaps some of our Chinese members could check and call the gent explaining him the situation? Best regards, Jan ___ 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] osgQt comflict with QFileDialog in linux
I tried OSG 3.0.1 and Qt4.8.2 in Fedora 14 x86 The QFileDialog::getOpenFileName(.) problem remains. However, the osgQt-thread problem seems resolved. I will try OSG 3.1.2 and trunk next. On Tue, Jun 26, 2012 at 3:13 PM, Torben Dannhauer tor...@dannhauer.infowrote: Hi, Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48509#48509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi, On Tue, Jun 26, 2012 at 4:42 PM, Wang Rui wangra...@gmail.com wrote: Hi Jan, Yes, 13488874230 13488874...@139.com is a phone number, and unfortunately it is completely a telemarketing number. I'm sure it is NOT from someone related to OSG and I think it was probably registered at the forum. Could anybody help check it? Arf ... what a pleasure, stupid clueless spammers ... By the way, I wrote a letter to 139.com last week but receives no replies from them. You know, it is the China Mobile and it will never notice us small potatoes :-( Yes, I can imagine. What a PITA :( Thanks for help, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi, I also received those annoying emails! :) On Tue, Jun 26, 2012 at 8:36 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi, On Tue, Jun 26, 2012 at 4:42 PM, Wang Rui wangra...@gmail.com wrote: Hi Jan, Yes, 13488874230 13488874...@139.com is a phone number, and unfortunately it is completely a telemarketing number. I'm sure it is NOT from someone related to OSG and I think it was probably registered at the forum. Could anybody help check it? Arf ... what a pleasure, stupid clueless spammers ... By the way, I wrote a letter to 139.com last week but receives no replies from them. You know, it is the China Mobile and it will never notice us small potatoes :-( Yes, I can imagine. What a PITA :( Thanks for help, Jan ___ 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] osgQt comflict with QFileDialog in linux
Hi eqw, thanks for trying. My point was that the error may be solved already, so on errors it may be worth to update all involved major libs like Qt and OSG to the newest version before someone starts to hunt down the bug.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48529#48529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi, More searches show that the phone number also appears on the following Chinese bolg: http://mayun198.bokee.com/ No need to translate it into English, it is totally about 'how to make money out of thin air'. :-) I just wonder if the blog name 'mayun198' or something similar could be the real username in the osg-users. Maybe it has an internal link with the 139.com mail and thus send useless mails to us all the time. Wang Rui 2012/6/26 Wang Rui wangra...@gmail.com Hi Jan, Yes, 13488874230 13488874...@139.com is a phone number, and unfortunately it is completely a telemarketing number. I'm sure it is NOT from someone related to OSG and I think it was probably registered at the forum. Could anybody help check it? By the way, I wrote a letter to 139.com last week but receives no replies from them. You know, it is the China Mobile and it will never notice us small potatoes :-( Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
That's what I'm doing right now, compiling Qt and compiling OSG. I just haven't downloaded the trunk yet. If a major version, like 3.1.2, have resolve the problem, then there is no need to try a trunk version. On Tue, Jun 26, 2012 at 11:15 PM, Torben Dannhauer tor...@dannhauer.infowrote: Hi eqw, thanks for trying. My point was that the error may be solved already, so on errors it may be worth to update all involved major libs like Qt and OSG to the newest version before someone starts to hunt down the bug.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48529#48529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
Hi, Thanks for the response Alberto. Just to be sure, I took a clean stock VM, installed 32-bit Ubuntu server (don't need a full blown desktop) added the X server and all the thirdparty tools, installed openthreads, openscenegraph, etc... (and their corresponding development packages). I've run updatedb to ensure I have the latest file system index and I can now guarantee you that there is only one openscene graph installed on both the 64-bit OS I was originally using when I first posted as well as the 32-bit OS I just stood up. Both in VMware. I'm convinced now even more so that there is something very strange going on with Ubuntu and it's build system. On the 32-bit OS I setup just for this issue, I get the exact same error message. Thank you for the reminder about ldd. I knew about that! At least at one time anyway. I checked and sure enough, osgSim is not listed as a dependence even though it was *clearly* specified on the compile line. At least now I have a place to dig. I'll post on the resolution I come up with. BTW I've also tried building clean from source. In that instance I get a different error about an unresolved symbol from osgUtil. I think there is something broken with builds under Ubuntu 12.04 although I can't quite put my finger on it yet. Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48534#48534 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi all, The only other way I can see of tracking it is to write some sort of script that sends a message to every list member including a unique address in the body/subject for each member, then the author who sent it will see which mail address is causing the spam as it will generate an email when you hit the right address? Palavabut I am sure under Linux it must be easy! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 26 June 2012 14:41 To: OpenSceneGraph Users Subject: Re: [osg-users] 139.com Spam Hi Jan, On 26 June 2012 14:06, Jan Ciger jan.ci...@gmail.com wrote: Please, clear these from the list, the bounces will only keep spamming the list. The posts aren't coming through the list, I think they are being sent directly. The are anyone subscribed from a 139.com domain so my initial expectation that someone subscribed from that domain is causing problems, so I can only guess is that perhaps someone has redirected posts to a 139.com account. Perhaps it's something that is going via the forum in some way. I really don't know the cause though. There is nothing I can do about the issue are it isn't a mailman issue so it's something that users will just have to flag locally as spam. 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] Compiling OSG applications on Ubuntu 12.04 = OK
Hi Mike, As a point of reference I'm using Kubuntu 12.04 for my main development machine and haven't had a problems with compiling the OSG or 3rd party applications that depend upon it. These days I don't directly use Makefiles, rather I create a CMake CMakeLists.txt and let cmake create the Makefile for me. I've copied and pasted below what a a simple CMakeLists.txt file would be for compiling a simple application that uses core OSG and couple of NodeKits. Hope this helps, Robert. -- cmake_minimum_required(VERSION 2.6) PROJECT(myapp) FIND_PACKAGE(OpenThreads) FIND_PACKAGE(osg) FIND_PACKAGE(osgDB) FIND_PACKAGE(osgViewer) FIND_PACKAGE(osgShadow) FIND_PACKAGE(osgSim) FIND_PACKAGE(osgParticle) SET(SOURCES main.cpp ) INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR}) LINK_DIRECTORIES(${OSG_LIB_DIR}) ADD_EXECUTABLE(myapp ${SOURCES}) TARGET_LINK_LIBRARIES(myapp ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY} ${OSGSIM_LIBRARY} ${OSGPARTICLE_LIBRARY} ${OSGSHADOW_LIBRARY} ${OPENTHREADS_LIBRARY}) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)
Hi Robert, Building right now the trunk against gles11 on android. I will keep you informed about the results. Cheers, Rafa. 2012/6/25 Robert Osfield robert.osfi...@gmail.com Hi All, Could you please try out the Scene.cpp attached, and also checked into svn/trunk. What I have done is introduce a SceneSingleton structure that has both the Scene cache and the mutex protecting it, then placed all the access methods into the SceneSingleton, then used a static getSceneSingleton method and a proxy object to make sure that it's constructed during global static initialization. Hopefully this will cure the problems under Android, let me know of how you get on, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
Hi, I've found the problem but it's unclear why it isn't working. The build system in this application does the following: There are two different stages of compilation: 1: A rendering library of individual .cpp files is compiled into .o files and ultimately archived into a libSimRender.a file using the ar command to build an archive of the .o files. This one is the one that includes DOFTransform. 2: Then later a visuals subsystem is compiled with it's respective .o files. Then these are all linked together with the .a (-lSimRenderer in my above posting) and then built into a .so share object using the above compilation/linking command. I've run strings against the .a file and the symbols are in there but probably not their definition, just the reference. Why I'm not understanding is why the linking command for the Visuals.so shared library above are ignore many of the -losg* objects I've instructed it to link against. Under Ubuntu and only under Ubuntu his is happening: Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48540#48540 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)
Hi Robert, trunk version is working with my android test applications (gles11), thank you very much! Rafa. 2012/6/26 Rafa Gaitan rafa.gai...@gmail.com Hi Robert, Building right now the trunk against gles11 on android. I will keep you informed about the results. Cheers, Rafa. 2012/6/25 Robert Osfield robert.osfi...@gmail.com Hi All, Could you please try out the Scene.cpp attached, and also checked into svn/trunk. What I have done is introduce a SceneSingleton structure that has both the Scene cache and the mutex protecting it, then placed all the access methods into the SceneSingleton, then used a static getSceneSingleton method and a proxy object to make sure that it's constructed during global static initialization. Hopefully this will cure the problems under Android, let me know of how you get on, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?
Please open a terminal and type: echo OSG | sed 's/S/M/g' // John ;-) On 06/26/2012 02:15 PM, Chris Hanson wrote: On Tue, Jun 26, 2012 at 2:41 AM, Robert Osfield robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote: Hi Chris, You do know we already have a cafepress entry for OpenSceneGraph: http://www.cafepress.co.uk/openscenegraph Nope. I didn't. ;) Saves me the trouble. Everybody go buy yourself some OSG swag! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ 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] Advice on scene structuring
Hi, I am also confronting the issue of needing to pick the individual objects rendered as draw instances. Any best practices that can be recommended for use in the OSG world... Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48546#48546 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Ubuntu insensitive to middle-click, extending SphericalManipulator as workaround
I upgraded from Ubuntu 11.04 to 12.04, and as a weird side-effect, my OSG app no longer handles middle-clicks correctly. When I inspect the GUIEventAdapter object that represents a middle-click event, the mouse button flag is unset, rather than set to GUIEventAdapter::MOUSE_MIDDLE_BUTTON. My program uses SphericalManipulator, which uses middle clicks to translate the camera focus, so this is a problem. As a workaround, I've made a subclass of SphericalManipulator called SphericalManipulator2. It overloads the handle() method, so that it makes a copy of the shift-leftbutton event, modifies it to look like a middle button event, then passes the modified event to the superclass (SphericalManipulator)'s handle() implementation. See below: Code: bool SphericalManipulator2::handle(const osgGA::GUIEventAdapter original_event, osgGA::GUIActionAdapter adapter) { const GUIEventAdapter* event = original_event; // GUIEventAdapter forces us to allocate on the heap, not the stack. osg::ref_ptrEventAdapter modified_event(new EventAdapter(original_event)); int modkey = original_event.getModKeyMask(); if ( original_event.getButton() GUIEventAdapter::LEFT_MOUSE_BUTTON (modkey GUIEventAdapter::MODKEY_SHIFT) ) { modified_event-setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON); event = *modified_event; } return SphericalManipulator::handle(event, adapter); } Very oddly, the application shows no change in behavior. Shift-left clicks are still treated as left clicks, and middle clicks are of course still being ignored. So two questions: 1) Is my whole approach wrong? Are there better ways of getting SphericalManipulator to handle shift-clicks as middle clicks (to translate the camera focus)? 2) If the approach isn't wrong, why might the above code not be working? Any help would be greatly appreciated. -- Matt[/list][/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48548#48548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
Hi Mike, On 27/06/12 3:28 , Mike Hatcher wrote: There are two different stages of compilation: 1: A rendering library of individual .cpp files is compiled into .o files and ultimately archived into a libSimRender.a file using the ar command to build an archive of the .o files. This one is the one that includes DOFTransform. 2: Then later a visuals subsystem is compiled with it's respective .o files. Then these are all linked together with the .a (-lSimRenderer in my above posting) and then built into a .so share object using the above compilation/linking command. I've run strings against the .a file and the symbols are in there but probably not their definition, just the reference. Why I'm not understanding is why the linking command for the Visuals.so shared library above are ignore many of the -losg* objects I've instructed it to link against. What you could try is to place the '-losgSim' after the '-lSimRenderer' part. I've had cases where the link would be ignored when it wasn't actually used by any of the linked .o files. Cheers, /uli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Switch node not working the second time I change the values
Created a switch node for which I set true and false values, and it works. The Geodes contain one texture each. I declared buttonSwitch as a global, outside main. Code: osg::ref_ptrosg::Switch buttonSwitch = new osg::Switch; osg::ref_ptrosg::Geode geode1 = new osg::Geode; osg::ref_ptrosg::Geode geode2 = new osg::Geode; geode1-addDrawable( quad1.get() ); geode2-addDrawable( quad2.get() ); buttonSwitch-addChild(geode1.get(),false); buttonSwitch-addChild(geode2.get(),true); camera-addChild( buttonSwitch.get() ); But when I try to switch on a mouse click, it does not work Code: virtual bool handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa ) { osgViewer::View* view = static_castosgViewer::View*(aa); if ( view ) { switch ( ea.getEventType() ) { case osgGA::GUIEventAdapter::PUSH: std::coutPushstd::endl; if (buttonSwitch-getValue(0)) {buttonSwitch-setValue(0,false);buttonSwitch-setValue(1,true);} else {buttonSwitch-setValue(0,true);buttonSwitch-setValue(1,false);} break; The control reaches the setValue line. I checked with a breakpoint. But I don't see the textures switching between visible and not visible. Is some kind of a refresh required to show the switched texture? Additionally, I was using this technique to implement a button on my screen, since I found osg Widgets to be unreliable. Hope it's a good thing to implement my own navigation controls using textures as buttons and screenspace items? I didn't want to use MFC buttons coz my app would soon be ported to Linux. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48552#48552 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org