[osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread GeeKer Wang
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
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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread GeeKer Wang
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




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Re: [osg-users] Parallel Rendering Problems using NVidia GPU cards in Windows

2012-06-26 Thread GeeKer Wang
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


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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread Torben Dannhauer
Hi,

Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ?

Thank you!

Cheers,
Torben

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Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-26 Thread Alberto Luaces
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

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Re: [osg-users] Need some help - Adding a CameraManipulator to a second camera.

2012-06-26 Thread Robert Osfield
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

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Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?

2012-06-26 Thread Robert Osfield
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


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Re: [osg-users] Antialiasing in Volume rendering

2012-06-26 Thread Robert Osfield
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.
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[osg-users] I wonder the General Node has ON/OFF flag itself.

2012-06-26 Thread J.YoungStone
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

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Re: [osg-users] I want to know the time of rendering.

2012-06-26 Thread J.YoungStone
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. :)

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Re: [osg-users] Top 10 OSG Debugging Tips

2012-06-26 Thread J.YoungStone
it seems to helps a lot

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Re: [osg-users] I wonder the General Node has ON/OFF flag itself.

2012-06-26 Thread Sebastian Messerschmidt

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

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Re: [osg-users] I want to know the time of rendering.

2012-06-26 Thread Robert Osfield
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. :)

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Re: [osg-users] I want to know the time of rendering.

2012-06-26 Thread Sebastian Messerschmidt

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. :)

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Re: [osg-users] rotate an osg object with two fingers on a touch screen (Android)

2012-06-26 Thread Christian Buchner
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

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Re: [osg-users] rotate an osg object with two fingers on a touch screen (Android)

2012-06-26 Thread Jorge Izquierdo Ciges
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
 
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Re: [osg-users] 3D Modeler for OpenScenegraph

2012-06-26 Thread Andrea Martini
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

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Re: [osg-users] 139.com Spam

2012-06-26 Thread Jan Ciger
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
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Re: [osg-users] 139.com Spam

2012-06-26 Thread Robert Osfield
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.
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[osg-users] [build] OSG 3.1.2, MacOSX 10.6, CMAKE 2.8.8 Error

2012-06-26 Thread Remo Eichenberger
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

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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread GeeKer Wang
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

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Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?

2012-06-26 Thread Chris Hanson
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!



 --

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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
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Re: [osg-users] 139.com Spam

2012-06-26 Thread Jan Ciger
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
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Re: [osg-users] 139.com Spam

2012-06-26 Thread Wang Rui
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


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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread GeeKer Wang
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

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Re: [osg-users] 139.com Spam

2012-06-26 Thread Jan Ciger
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
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Re: [osg-users] 139.com Spam

2012-06-26 Thread Praveena Sarathchandra
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


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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread Torben Dannhauer
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

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Re: [osg-users] 139.com Spam

2012-06-26 Thread Wang Rui
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


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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread GeeKer Wang
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

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Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-26 Thread Mike Hatcher
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

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Re: [osg-users] 139.com Spam

2012-06-26 Thread Martin Naylor
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.
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Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-26 Thread Robert Osfield
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})
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Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)

2012-06-26 Thread Rafa Gaitan
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.

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Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-26 Thread Mike Hatcher
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

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Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)

2012-06-26 Thread Rafa Gaitan
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.

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 gvSIG3D Developer - http://gvsig3d.blogspot.com




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Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?

2012-06-26 Thread John Vidar Larring

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!

-- 

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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
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• LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android



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Re: [osg-users] Advice on scene structuring

2012-06-26 Thread Andrew Cunningham
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

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[osg-users] Ubuntu insensitive to middle-click, extending SphericalManipulator as workaround

2012-06-26 Thread Matthew Grimes
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]

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Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-26 Thread Ulrich Hertlein
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
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[osg-users] Switch node not working the second time I change the values

2012-06-26 Thread Nav Joseph
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.

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